@@ -1,52 +1,445 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<collection>
|
||||
<!-- Core Rulebooks -->
|
||||
<doc href="../FightClub5eXML/Sources/CoreRulebooks.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/backgrounds-phb.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/bestiary-phb.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/class-barbarian-phb.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/class-bard-phb.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/class-cleric-phb.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/class-druid-phb.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/class-fighter-phb.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/class-monk-phb.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/class-paladin-phb.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/class-ranger-phb.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/class-rogue-phb.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/class-sorcerer-phb.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/class-warlock-phb.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/class-wizard-phb.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/feats-phb.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/items-phb.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/races-phb.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/spells-phb.xml" />
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/DungeonMastersGuide/bestiary-dmg.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/DungeonMastersGuide/class-cleric-dmg.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/DungeonMastersGuide/class-paladin-dmg.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/DungeonMastersGuide/items-dmg.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/DungeonMastersGuide/races-dmg.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/DungeonMastersGuide/spells-phb+dmg.xml" />
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/MonsterManual/bestiary-mm.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/MonsterManual/items-mm.xml" />
|
||||
|
||||
|
||||
<!-- Supplements -->
|
||||
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/XanatharsGuideToEverything.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/MordenkainensTomeOfFoes/MordenkainensTomeOfFoes.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/VolosGuideToMonsters/VolosGuideToMonsters.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/SwordCoastAdventurersGuide/SwordCoastAdventurersGuide.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/GuildmastersGuideToRavnica/GuildmastersGuideToRavnica.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/WayfindersGuideToEberron/WayfindersGuideToEberron.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/EberronRisingFromTheLastWar.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/AcquisitionsIncorporated/AcquisitionsIncorporated.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/ExplorersGuideToWildemount/ExplorersGuideToWildemount.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/MordenkainensFiendishFolio/MordenkainensFiendishFolio.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/TheTortlePackage/TheTortlePackage.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/OneGrungAbove/OneGrungAbove.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/MythicOdysseysOfTheros/MythicOdysseysOfTheros.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/bestiary-xge.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/class-barbarian-xge.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/class-bard-xge.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/class-cleric-xge.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/class-druid-xge.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/class-fighter-xge.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/class-monk-xge.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/class-paladin-xge.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/class-ranger-xge.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/class-rogue-xge.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/class-sorcerer-xge.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/class-warlock-xge.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/class-wizard-xge.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/feats-xge.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/items-xge.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/spells-phb+xge.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/spells-xge.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/MordenkainensTomeOfFoes/bestiary-mtf.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/MordenkainensTomeOfFoes/feats-mtf.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/MordenkainensTomeOfFoes/items-mtf.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/MordenkainensTomeOfFoes/races-mtf.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/MordenkainensTomeOfFoes/vehicles-mtf.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/VolosGuideToMonsters/bestiary-vgm.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/VolosGuideToMonsters/items-vgm.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/VolosGuideToMonsters/races-vgm.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/SwordCoastAdventurersGuide/backgrounds-scag.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/SwordCoastAdventurersGuide/class-barbarian-scag.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/SwordCoastAdventurersGuide/class-cleric-scag.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/SwordCoastAdventurersGuide/class-fighter-scag.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/SwordCoastAdventurersGuide/class-monk-scag.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/SwordCoastAdventurersGuide/class-paladin-scag.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/SwordCoastAdventurersGuide/class-rogue-scag.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/SwordCoastAdventurersGuide/class-sorcerer-scag.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/SwordCoastAdventurersGuide/class-warlock-scag.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/SwordCoastAdventurersGuide/class-wizard-scag.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/SwordCoastAdventurersGuide/items-scag.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/SwordCoastAdventurersGuide/spells-phb+scag.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/SwordCoastAdventurersGuide/spells-scag.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/GuildmastersGuideToRavnica/backgrounds-ggr.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/GuildmastersGuideToRavnica/bestiary-ggr.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/GuildmastersGuideToRavnica/class-cleric-ggr.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/GuildmastersGuideToRavnica/class-druid-ggr.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/GuildmastersGuideToRavnica/items-ggr.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/GuildmastersGuideToRavnica/races-ggr.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/GuildmastersGuideToRavnica/spells-ggr.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/GuildmastersGuideToRavnica/spells-phb+ggr.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/WayfindersGuideToEberron/items-wge.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/backgrounds-erlw.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/bestiary-erlw.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/class-artificer-erlw.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/feats-erlw.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/items-erlw.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/races-erlw.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/spells-phb+erlw.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/spells-xge+erlw.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/AcquisitionsIncorporated/backgrounds-ai.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/AcquisitionsIncorporated/bestiary-ai.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/AcquisitionsIncorporated/items-ai.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/AcquisitionsIncorporated/races-ai.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/AcquisitionsIncorporated/spells-ai.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/AcquisitionsIncorporated/vehicles-ai.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/ExplorersGuideToWildemount/backgrounds-egw.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/ExplorersGuideToWildemount/bestiary-egw.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/ExplorersGuideToWildemount/class-fighter-egw.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/ExplorersGuideToWildemount/class-wizard-egw.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/ExplorersGuideToWildemount/items-egw.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/ExplorersGuideToWildemount/races-egw.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/ExplorersGuideToWildemount/spells-egw.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/ExplorersGuideToWildemount/vehicles-dd.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/MordenkainensFiendishFolio/bestiary-mff.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/TheTortlePackage/bestiary-ttp.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/TheTortlePackage/items-ttp.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/TheTortlePackage/races-ttp.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/OneGrungAbove/races-oga.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/MythicOdysseysOfTheros/backgrounds-mot.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/MythicOdysseysOfTheros/bestiary-mot.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/MythicOdysseysOfTheros/class-bard-mot.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/MythicOdysseysOfTheros/class-paladin-mot.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/MythicOdysseysOfTheros/items-mot.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/MythicOdysseysOfTheros/races-mot.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/MythicOdysseysOfTheros/spells-phb+mot.xml" />
|
||||
|
||||
|
||||
|
||||
|
||||
<!-- Adventures -->
|
||||
<doc href="../FightClub5eXML/Sources/Adventures.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/BaldursGateDescentIntoAvernus/BaldursGateDescentIntoAvernus.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/HuntForTheThesselhydra/HuntForTheThesselhydra.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/InfernalMachineRebuild/InfernalMachineRebuild.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/LocathahRising/LocathahRising.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/LostLaboratoryOfKwalish/LostLaboratoryOfKwalish.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/DragonOfIcespirePeak/DragonOfIcespirePeak.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/DivineContention/DivineContention.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/StormLordsWrath/StormLordsWrath.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/SleepingDragonsWake/SleepingDragonsWake.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/LostMineOfPhandelver/bestiary-lmop.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/LostMineOfPhandelver/items-lmop.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/HoardOfTheDragonQueen/bestiary-hotdq.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/HoardOfTheDragonQueen/items-hotdq.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/RiseOfTiamat/bestiary-rot.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/RiseOfTiamat/items-rot.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/RiseOfTiamat/items-rotos.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/PrincesOfTheApocalypse/bestiary-pota.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PrincesOfTheApocalypse/items-ee.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PrincesOfTheApocalypse/items-pota.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PrincesOfTheApocalypse/races-ee.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/OutOfTheAbyss/bestiary-oota.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/OutOfTheAbyss/items-oota.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/CurseOfStrahd/backgrounds-cos.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/CurseOfStrahd/bestiary-cos.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/CurseOfStrahd/items-cos.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/StormKingsThunder/bestiary-skt.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/StormKingsThunder/items-skt.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/TalesFromTheYawningPortal/bestiary-tftyp.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/TalesFromTheYawningPortal/items-tftyp.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/TombOfAnnihilation/backgrounds-toa.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/TombOfAnnihilation/bestiary-toa.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/TombOfAnnihilation/items-toa.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/WaterdeepDragonHeist/bestiary-wdh.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/WaterdeepDragonHeist/items-wdh.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/WaterdeepDungeonOfTheMadMage/bestiary-wdmm.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/WaterdeepDungeonOfTheMadMage/items-wdmm.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/LostLaboratoryOfKwalish/bestiary-llk.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/LostLaboratoryOfKwalish/items-llk.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/LostLaboratoryOfKwalish/spells-llk.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/KrenkosWay/bestiary-kkw.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/GhostsOfSaltmarsh/backgrounds-gos.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/GhostsOfSaltmarsh/bestiary-gos.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/GhostsOfSaltmarsh/items-gos.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/GhostsOfSaltmarsh/vehicles-gos.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/HuntForTheThesselhydra/bestiary-hftt.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/HuntForTheThesselhydra/items-hftt.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/TheOrreryOfTheWanderer/bestiary-oow.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/DragonOfIcespirePeak/bestiary-dip.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/StormLordsWrath/bestiary-slw.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/SleepingDragonsWake/bestiary-sdw.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/SleepingDragonsWake/items-sdw.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/DivineContention/bestiary-dc.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/DivineContention/items-dc.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/BaldursGateDescentIntoAvernus/backgrounds-bgdia.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/BaldursGateDescentIntoAvernus/bestiary-bgdia.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/BaldursGateDescentIntoAvernus/items-bgdia.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/BaldursGateDescentIntoAvernus/vehicles-bgdia.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/LocathahRising/bestiary-lr.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/LocathahRising/races-lr.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/RickAndMorty/bestiary-rmbre.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/RickAndMorty/items-rmbre.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/InfernalMachineRebuild/bestiary-imr.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/InfernalMachineRebuild/items-imr.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/IcewindDaleRimeOfTheFrostmaiden/bestiary-idrotf.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/IcewindDaleRimeOfTheFrostmaiden/spells-idrotf.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/AdventureWithMuk/races-awm.xml" />
|
||||
|
||||
|
||||
<!-- Adventurers League -->
|
||||
<doc href="../FightClub5eXML/Sources/AdventurersLeague/backgrounds-al-cos.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/AdventurersLeague/backgrounds-al-ee.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/AdventurersLeague/backgrounds-al-rod.xml" />
|
||||
|
||||
|
||||
<!-- Miscellaneous -->
|
||||
<doc href="../FightClub5eXML/Sources/Miscellaneous/bestiary-esk.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/Miscellaneous/bestiary-mag.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/Miscellaneous/bestiary-sads.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/Miscellaneous/bestiary-stream.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/Miscellaneous/bestiary-stream.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/Miscellaneous/class-cleric-twitter.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/Miscellaneous/class-fighter-stream.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/Miscellaneous/class-monk-stream.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/Miscellaneous/class-rogue-stream.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/Miscellaneous/class-warlock-stream.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/Miscellaneous/class-warlock-twitter.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/Miscellaneous/spells-stream.xml" />
|
||||
|
||||
|
||||
<!-- Plane Shift -->
|
||||
<doc href="../FightClub5eXML/Sources/PlaneShift/backgrounds-ps-a.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlaneShift/backgrounds-ps-i.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlaneShift/bestiary-ps-a.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlaneShift/bestiary-ps-d.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlaneShift/bestiary-ps-i.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlaneShift/bestiary-ps-k.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlaneShift/bestiary-ps-x.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlaneShift/bestiary-ps-z.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlaneShift/class-cleric-ps-a.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlaneShift/class-sorcerer-ps-k.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlaneShift/feats-ps-k.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlaneShift/feats-ps-x.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlaneShift/items-ps-x.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlaneShift/races-ps-a.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlaneShift/races-ps-d.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlaneShift/races-ps-i.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlaneShift/races-ps-k.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlaneShift/races-ps-x.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlaneShift/races-ps-z.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlaneShift/spells-phb+psa.xml" />
|
||||
|
||||
|
||||
<!-- UnearthedArcana -->
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/UnearthedArcana.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/2015-08-03_ModernMagic.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/2017-01-09_Artificer.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/2017-03-03_TheMysticClass.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/2018-12-17_Sidekicks.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/2019-08-15_BarbarianAndMonk.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/2019-09-05_SorcererAndWarlock.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/2019-09-18_BardAndPaladin.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/2019-10-03_ClericDruidAndWizard.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/2019-10-17_FighterRangerAndRogue.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/2019-11-04_ClassFeatureVariants.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/2019-11-25_FighterRogueAndWizard.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/2020-01-14_2020SubclassesPart1.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/2020-02-04_2020SubclassesPart2.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/2020-02-24_2020SubclassesPart3.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/2020-03-26_SpellsAndTattoos.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/bestiary-ua-20s2.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/bestiary-ua-20s5.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/bestiary-ua-2020smt.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/bestiary-ua-ar.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/bestiary-ua-cdw.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/bestiary-ua-cfv.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-artificer-ua-2020subclassespt3.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-artificer-ua-artificer.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-artificer-ua-artificerrevisited.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-barbarian-ua-2020subclassespt1.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-barbarian-ua-barbarianandmonk.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-barbarian-ua-barbarianprimalpaths.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-barbarian-ua-revisedsubclasses.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-bard-ua-2020subclassespt2.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-bard-ua-2020subclassespt4.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-bard-ua-bardandpaladin.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-bard-ua-bardbardcolleges.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-bard-ua-kitsofold.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-bard-ua-revisedsubclasses.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-cleric-ua-2020subclassespt2.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-cleric-ua-clericdivinedomains.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-cleric-ua-clericdruidwizard.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-cleric-ua-modernmagic.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-cleric-ua-orderdomain.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-druid-ua-2020subclassespt3.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-druid-ua-clericdruidwizard.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-druid-ua-druid.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-druid-ua-revisedclassoptions.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-druid-ua-threesubclasses.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-fighter-ua-2020psionicoptionsrevisited.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-fighter-ua-fighter.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-fighter-ua-fighterrangerrogue.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-fighter-ua-fighterroguewizard.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-fighter-ua-gothicheroes.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-fighter-ua-kitsofold.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-fighter-ua-revisedclassoptions.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-fighter-ua-revisedsubclasses.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-fighter-ua-threesubclasses.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-monk-ua-2020subclassespt1.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-monk-ua-2020subclassespt5.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-monk-ua-atrioofsubclasses.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-monk-ua-barbarianandmonk.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-monk-ua-monk.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-monk-ua-revisedsubclasses.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-mystic-ua-themysticclass.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-paladin-ua-2020subclassespt1.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-paladin-ua-atrioofsubclasses.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-paladin-ua-bardandpaladin.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-paladin-ua-paladin.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-paladin-ua-revisedclassoptions.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-ranger-ua-2020subclassespt3.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-ranger-ua-2020subclassespt5.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-ranger-ua-atrioofsubclasses.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-ranger-ua-fighterrangerrogue.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-ranger-ua-lightdarkunderdark.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-ranger-ua-modifyingclasses.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-ranger-ua-ranger.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-ranger-ua-rangerandrogue.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-ranger-ua-therangerrevised.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-rogue-ua-2020psionicoptionsrevisited.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-rogue-ua-2020subclassesrevisited.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-rogue-ua-fighterrangerrogue.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-rogue-ua-fighterroguewizard.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-rogue-ua-gothicheroes.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-rogue-ua-rangerandrogue.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-sorcerer-ua-2020psionicoptionsrevisited.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-sorcerer-ua-2020subclassespt2.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-sorcerer-ua-giantsoulsorcerer.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-sorcerer-ua-lightdarkunderdark.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-sorcerer-ua-modifyingclasses.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-sorcerer-ua-revisedsubclasses.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-sorcerer-ua-sorcerer.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-sorcerer-ua-sorcererandwarlock.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-sorcerer-ua-waterborneadventures.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-warlock-ua-2020subclassespt1.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-warlock-ua-2020subclassespt4.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-warlock-ua-2020subclassesrevisited.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-warlock-ua-lightdarkunderdark.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-warlock-ua-modernmagic.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-warlock-ua-revisedclassoptions.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-warlock-ua-sorcererandwarlock.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-warlock-ua-thefaithful.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-warlock-ua-warlockandwizard.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-wizard-ua-2020subclassesrevisited.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-wizard-ua-clericdruidwizard.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-wizard-ua-eberron.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-wizard-ua-fighterroguewizard.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-wizard-ua-modernmagic.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-wizard-ua-threesubclasses.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-wizard-ua-warlockandwizard.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-wizard-ua-wizardrevisited.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/feats-ua-2020f.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/feats-ua-2020por.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/feats-ua-e.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/feats-ua-f.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/feats-ua-ffr.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/feats-ua-ffs.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/feats-ua-frw.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/items-ua-2020smt.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/items-ua-pcrm.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/races-ua-cm.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/races-ua-e.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/races-ua-eag.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/races-ua-gh.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/races-ua-roe.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/races-ua-ror.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/races-ua-wa.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-2020subclassespt1.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-2020subclassespt2.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-2020subclassespt3.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-2020subclassespt4.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-artificer.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-artificerrevisited.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-atrioofsubclasses.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-classfeaturevariants.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-clericdivinedomains.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-clericdruidwizard.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-fighterrangerrogue.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-fighterroguewizard.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-giantsoulsorcerer.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-lightdarkunderdark.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-modernmagic.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-orderdomain.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-paladin.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-rangerandrogue.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-revisedclassoptions.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-sorcerer.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-sorcererandwarlock.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-thefaithful.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-therangerrevised.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-threesubclasses.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-warlockandwizard.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-ua-2020por.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-ua-2020smt.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-ua-ar.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-ua-frw.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-ua-mm.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-ua-saw.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-ua-ss.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-ua-tobm.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-xge+ua-artificerrevisited.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-xge+ua-classfeaturevariants.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/vehicles-ua-osas.xml" />
|
||||
|
||||
|
||||
<!-- Homebrew -->
|
||||
<doc href="../FightClub5eXML/Sources/Homebrew.xml" />
|
||||
|
||||
@@ -1,32 +1,253 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<collection>
|
||||
<!-- Core Rulebooks -->
|
||||
<doc href="../FightClub5eXML/Sources/CoreRulebooks.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/backgrounds-phb.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/bestiary-phb.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/class-barbarian-phb.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/class-bard-phb.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/class-cleric-phb.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/class-druid-phb.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/class-fighter-phb.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/class-monk-phb.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/class-paladin-phb.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/class-ranger-phb.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/class-rogue-phb.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/class-sorcerer-phb.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/class-warlock-phb.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/class-wizard-phb.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/feats-phb.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/items-phb.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/races-phb.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/spells-phb.xml" />
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/DungeonMastersGuide/bestiary-dmg.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/DungeonMastersGuide/class-cleric-dmg.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/DungeonMastersGuide/class-paladin-dmg.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/DungeonMastersGuide/items-dmg.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/DungeonMastersGuide/races-dmg.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/DungeonMastersGuide/spells-phb+dmg.xml" />
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/MonsterManual/bestiary-mm.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/MonsterManual/items-mm.xml" />
|
||||
|
||||
|
||||
<!-- Supplements -->
|
||||
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/XanatharsGuideToEverything.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/MordenkainensTomeOfFoes/MordenkainensTomeOfFoes.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/VolosGuideToMonsters/VolosGuideToMonsters.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/SwordCoastAdventurersGuide/SwordCoastAdventurersGuide.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/GuildmastersGuideToRavnica/GuildmastersGuideToRavnica.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/WayfindersGuideToEberron/WayfindersGuideToEberron.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/EberronRisingFromTheLastWar.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/AcquisitionsIncorporated/AcquisitionsIncorporated.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/ExplorersGuideToWildemount/ExplorersGuideToWildemount.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/MordenkainensFiendishFolio/MordenkainensFiendishFolio.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/TheTortlePackage/TheTortlePackage.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/OneGrungAbove/OneGrungAbove.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/MythicOdysseysOfTheros/MythicOdysseysOfTheros.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/bestiary-xge.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/class-barbarian-xge.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/class-bard-xge.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/class-cleric-xge.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/class-druid-xge.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/class-fighter-xge.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/class-monk-xge.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/class-paladin-xge.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/class-ranger-xge.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/class-rogue-xge.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/class-sorcerer-xge.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/class-warlock-xge.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/class-wizard-xge.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/feats-xge.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/items-xge.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/spells-phb+xge.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/spells-xge.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/MordenkainensTomeOfFoes/bestiary-mtf.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/MordenkainensTomeOfFoes/feats-mtf.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/MordenkainensTomeOfFoes/items-mtf.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/MordenkainensTomeOfFoes/races-mtf.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/MordenkainensTomeOfFoes/vehicles-mtf.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/VolosGuideToMonsters/bestiary-vgm.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/VolosGuideToMonsters/items-vgm.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/VolosGuideToMonsters/races-vgm.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/SwordCoastAdventurersGuide/backgrounds-scag.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/SwordCoastAdventurersGuide/class-barbarian-scag.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/SwordCoastAdventurersGuide/class-cleric-scag.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/SwordCoastAdventurersGuide/class-fighter-scag.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/SwordCoastAdventurersGuide/class-monk-scag.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/SwordCoastAdventurersGuide/class-paladin-scag.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/SwordCoastAdventurersGuide/class-rogue-scag.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/SwordCoastAdventurersGuide/class-sorcerer-scag.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/SwordCoastAdventurersGuide/class-warlock-scag.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/SwordCoastAdventurersGuide/class-wizard-scag.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/SwordCoastAdventurersGuide/items-scag.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/SwordCoastAdventurersGuide/spells-phb+scag.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/SwordCoastAdventurersGuide/spells-scag.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/GuildmastersGuideToRavnica/backgrounds-ggr.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/GuildmastersGuideToRavnica/bestiary-ggr.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/GuildmastersGuideToRavnica/class-cleric-ggr.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/GuildmastersGuideToRavnica/class-druid-ggr.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/GuildmastersGuideToRavnica/items-ggr.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/GuildmastersGuideToRavnica/races-ggr.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/GuildmastersGuideToRavnica/spells-ggr.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/GuildmastersGuideToRavnica/spells-phb+ggr.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/WayfindersGuideToEberron/items-wge.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/backgrounds-erlw.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/bestiary-erlw.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/class-artificer-erlw.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/feats-erlw.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/items-erlw.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/races-erlw.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/spells-phb+erlw.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/spells-xge+erlw.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/AcquisitionsIncorporated/backgrounds-ai.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/AcquisitionsIncorporated/bestiary-ai.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/AcquisitionsIncorporated/items-ai.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/AcquisitionsIncorporated/races-ai.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/AcquisitionsIncorporated/spells-ai.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/AcquisitionsIncorporated/vehicles-ai.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/ExplorersGuideToWildemount/backgrounds-egw.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/ExplorersGuideToWildemount/bestiary-egw.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/ExplorersGuideToWildemount/class-fighter-egw.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/ExplorersGuideToWildemount/class-wizard-egw.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/ExplorersGuideToWildemount/items-egw.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/ExplorersGuideToWildemount/races-egw.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/ExplorersGuideToWildemount/spells-egw.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/ExplorersGuideToWildemount/vehicles-dd.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/MordenkainensFiendishFolio/bestiary-mff.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/TheTortlePackage/bestiary-ttp.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/TheTortlePackage/items-ttp.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/TheTortlePackage/races-ttp.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/OneGrungAbove/races-oga.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/MythicOdysseysOfTheros/backgrounds-mot.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/MythicOdysseysOfTheros/bestiary-mot.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/MythicOdysseysOfTheros/class-bard-mot.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/MythicOdysseysOfTheros/class-paladin-mot.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/MythicOdysseysOfTheros/items-mot.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/MythicOdysseysOfTheros/races-mot.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/MythicOdysseysOfTheros/spells-phb+mot.xml" />
|
||||
|
||||
|
||||
|
||||
|
||||
<!-- Adventures -->
|
||||
<doc href="../FightClub5eXML/Sources/Adventures.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/BaldursGateDescentIntoAvernus/BaldursGateDescentIntoAvernus.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/HuntForTheThesselhydra/HuntForTheThesselhydra.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/InfernalMachineRebuild/InfernalMachineRebuild.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/LocathahRising/LocathahRising.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/LostLaboratoryOfKwalish/LostLaboratoryOfKwalish.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/DragonOfIcespirePeak/DragonOfIcespirePeak.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/DivineContention/DivineContention.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/StormLordsWrath/StormLordsWrath.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/SleepingDragonsWake/SleepingDragonsWake.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/LostMineOfPhandelver/bestiary-lmop.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/LostMineOfPhandelver/items-lmop.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/HoardOfTheDragonQueen/bestiary-hotdq.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/HoardOfTheDragonQueen/items-hotdq.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/RiseOfTiamat/bestiary-rot.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/RiseOfTiamat/items-rot.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/RiseOfTiamat/items-rotos.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/PrincesOfTheApocalypse/bestiary-pota.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PrincesOfTheApocalypse/items-ee.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PrincesOfTheApocalypse/items-pota.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PrincesOfTheApocalypse/races-ee.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/OutOfTheAbyss/bestiary-oota.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/OutOfTheAbyss/items-oota.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/CurseOfStrahd/backgrounds-cos.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/CurseOfStrahd/bestiary-cos.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/CurseOfStrahd/items-cos.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/StormKingsThunder/bestiary-skt.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/StormKingsThunder/items-skt.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/TalesFromTheYawningPortal/bestiary-tftyp.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/TalesFromTheYawningPortal/items-tftyp.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/TombOfAnnihilation/backgrounds-toa.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/TombOfAnnihilation/bestiary-toa.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/TombOfAnnihilation/items-toa.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/WaterdeepDragonHeist/bestiary-wdh.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/WaterdeepDragonHeist/items-wdh.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/WaterdeepDungeonOfTheMadMage/bestiary-wdmm.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/WaterdeepDungeonOfTheMadMage/items-wdmm.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/LostLaboratoryOfKwalish/bestiary-llk.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/LostLaboratoryOfKwalish/items-llk.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/LostLaboratoryOfKwalish/spells-llk.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/KrenkosWay/bestiary-kkw.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/GhostsOfSaltmarsh/backgrounds-gos.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/GhostsOfSaltmarsh/bestiary-gos.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/GhostsOfSaltmarsh/items-gos.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/GhostsOfSaltmarsh/vehicles-gos.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/HuntForTheThesselhydra/bestiary-hftt.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/HuntForTheThesselhydra/items-hftt.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/TheOrreryOfTheWanderer/bestiary-oow.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/DragonOfIcespirePeak/bestiary-dip.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/StormLordsWrath/bestiary-slw.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/SleepingDragonsWake/bestiary-sdw.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/SleepingDragonsWake/items-sdw.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/DivineContention/bestiary-dc.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/DivineContention/items-dc.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/BaldursGateDescentIntoAvernus/backgrounds-bgdia.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/BaldursGateDescentIntoAvernus/bestiary-bgdia.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/BaldursGateDescentIntoAvernus/items-bgdia.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/BaldursGateDescentIntoAvernus/vehicles-bgdia.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/LocathahRising/bestiary-lr.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/LocathahRising/races-lr.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/RickAndMorty/bestiary-rmbre.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/RickAndMorty/items-rmbre.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/InfernalMachineRebuild/bestiary-imr.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/InfernalMachineRebuild/items-imr.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/IcewindDaleRimeOfTheFrostmaiden/bestiary-idrotf.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/IcewindDaleRimeOfTheFrostmaiden/spells-idrotf.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/AdventureWithMuk/races-awm.xml" />
|
||||
|
||||
</collection>
|
||||
|
||||
@@ -1,34 +1,255 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<collection>
|
||||
<!-- Core Rulebooks -->
|
||||
<doc href="../FightClub5eXML/Sources/CoreRulebooks.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/backgrounds-phb.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/bestiary-phb.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/class-barbarian-phb.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/class-bard-phb.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/class-cleric-phb.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/class-druid-phb.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/class-fighter-phb.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/class-monk-phb.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/class-paladin-phb.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/class-ranger-phb.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/class-rogue-phb.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/class-sorcerer-phb.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/class-warlock-phb.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/class-wizard-phb.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/feats-phb.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/items-phb.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/races-phb.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/spells-phb.xml" />
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/DungeonMastersGuide/bestiary-dmg.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/DungeonMastersGuide/class-cleric-dmg.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/DungeonMastersGuide/class-paladin-dmg.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/DungeonMastersGuide/items-dmg.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/DungeonMastersGuide/races-dmg.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/DungeonMastersGuide/spells-phb+dmg.xml" />
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/MonsterManual/bestiary-mm.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/MonsterManual/items-mm.xml" />
|
||||
|
||||
|
||||
<!-- Supplements -->
|
||||
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/XanatharsGuideToEverything.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/MordenkainensTomeOfFoes/MordenkainensTomeOfFoes.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/VolosGuideToMonsters/VolosGuideToMonsters.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/SwordCoastAdventurersGuide/SwordCoastAdventurersGuide.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/GuildmastersGuideToRavnica/GuildmastersGuideToRavnica.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/WayfindersGuideToEberron/WayfindersGuideToEberron.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/EberronRisingFromTheLastWar.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/AcquisitionsIncorporated/AcquisitionsIncorporated.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/ExplorersGuideToWildemount/ExplorersGuideToWildemount.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/MordenkainensFiendishFolio/MordenkainensFiendishFolio.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/TheTortlePackage/TheTortlePackage.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/OneGrungAbove/OneGrungAbove.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/MythicOdysseysOfTheros/MythicOdysseysOfTheros.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/bestiary-xge.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/class-barbarian-xge.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/class-bard-xge.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/class-cleric-xge.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/class-druid-xge.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/class-fighter-xge.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/class-monk-xge.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/class-paladin-xge.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/class-ranger-xge.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/class-rogue-xge.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/class-sorcerer-xge.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/class-warlock-xge.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/class-wizard-xge.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/feats-xge.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/items-xge.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/spells-phb+xge.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/spells-xge.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/MordenkainensTomeOfFoes/bestiary-mtf.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/MordenkainensTomeOfFoes/feats-mtf.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/MordenkainensTomeOfFoes/items-mtf.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/MordenkainensTomeOfFoes/races-mtf.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/MordenkainensTomeOfFoes/vehicles-mtf.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/VolosGuideToMonsters/bestiary-vgm.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/VolosGuideToMonsters/items-vgm.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/VolosGuideToMonsters/races-vgm.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/SwordCoastAdventurersGuide/backgrounds-scag.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/SwordCoastAdventurersGuide/class-barbarian-scag.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/SwordCoastAdventurersGuide/class-cleric-scag.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/SwordCoastAdventurersGuide/class-fighter-scag.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/SwordCoastAdventurersGuide/class-monk-scag.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/SwordCoastAdventurersGuide/class-paladin-scag.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/SwordCoastAdventurersGuide/class-rogue-scag.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/SwordCoastAdventurersGuide/class-sorcerer-scag.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/SwordCoastAdventurersGuide/class-warlock-scag.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/SwordCoastAdventurersGuide/class-wizard-scag.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/SwordCoastAdventurersGuide/items-scag.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/SwordCoastAdventurersGuide/spells-phb+scag.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/SwordCoastAdventurersGuide/spells-scag.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/GuildmastersGuideToRavnica/backgrounds-ggr.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/GuildmastersGuideToRavnica/bestiary-ggr.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/GuildmastersGuideToRavnica/class-cleric-ggr.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/GuildmastersGuideToRavnica/class-druid-ggr.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/GuildmastersGuideToRavnica/items-ggr.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/GuildmastersGuideToRavnica/races-ggr.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/GuildmastersGuideToRavnica/spells-ggr.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/GuildmastersGuideToRavnica/spells-phb+ggr.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/WayfindersGuideToEberron/items-wge.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/backgrounds-erlw.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/bestiary-erlw.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/class-artificer-erlw.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/feats-erlw.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/items-erlw.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/races-erlw.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/spells-phb+erlw.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/spells-xge+erlw.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/AcquisitionsIncorporated/backgrounds-ai.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/AcquisitionsIncorporated/bestiary-ai.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/AcquisitionsIncorporated/items-ai.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/AcquisitionsIncorporated/races-ai.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/AcquisitionsIncorporated/spells-ai.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/AcquisitionsIncorporated/vehicles-ai.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/ExplorersGuideToWildemount/backgrounds-egw.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/ExplorersGuideToWildemount/bestiary-egw.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/ExplorersGuideToWildemount/class-fighter-egw.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/ExplorersGuideToWildemount/class-wizard-egw.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/ExplorersGuideToWildemount/items-egw.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/ExplorersGuideToWildemount/races-egw.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/ExplorersGuideToWildemount/spells-egw.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/ExplorersGuideToWildemount/vehicles-dd.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/MordenkainensFiendishFolio/bestiary-mff.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/TheTortlePackage/bestiary-ttp.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/TheTortlePackage/items-ttp.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/TheTortlePackage/races-ttp.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/OneGrungAbove/races-oga.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/MythicOdysseysOfTheros/backgrounds-mot.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/MythicOdysseysOfTheros/bestiary-mot.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/MythicOdysseysOfTheros/class-bard-mot.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/MythicOdysseysOfTheros/class-paladin-mot.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/MythicOdysseysOfTheros/items-mot.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/MythicOdysseysOfTheros/races-mot.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/MythicOdysseysOfTheros/spells-phb+mot.xml" />
|
||||
|
||||
|
||||
|
||||
|
||||
<!-- Adventures -->
|
||||
<doc href="../FightClub5eXML/Sources/Adventures.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/BaldursGateDescentIntoAvernus/BaldursGateDescentIntoAvernus.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/HuntForTheThesselhydra/HuntForTheThesselhydra.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/InfernalMachineRebuild/InfernalMachineRebuild.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/LocathahRising/LocathahRising.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/LostLaboratoryOfKwalish/LostLaboratoryOfKwalish.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/DragonOfIcespirePeak/DragonOfIcespirePeak.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/DivineContention/DivineContention.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/StormLordsWrath/StormLordsWrath.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/SleepingDragonsWake/SleepingDragonsWake.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/LostMineOfPhandelver/bestiary-lmop.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/LostMineOfPhandelver/items-lmop.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/HoardOfTheDragonQueen/bestiary-hotdq.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/HoardOfTheDragonQueen/items-hotdq.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/RiseOfTiamat/bestiary-rot.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/RiseOfTiamat/items-rot.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/RiseOfTiamat/items-rotos.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/PrincesOfTheApocalypse/bestiary-pota.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PrincesOfTheApocalypse/items-ee.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PrincesOfTheApocalypse/items-pota.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PrincesOfTheApocalypse/races-ee.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/OutOfTheAbyss/bestiary-oota.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/OutOfTheAbyss/items-oota.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/CurseOfStrahd/backgrounds-cos.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/CurseOfStrahd/bestiary-cos.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/CurseOfStrahd/items-cos.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/StormKingsThunder/bestiary-skt.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/StormKingsThunder/items-skt.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/TalesFromTheYawningPortal/bestiary-tftyp.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/TalesFromTheYawningPortal/items-tftyp.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/TombOfAnnihilation/backgrounds-toa.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/TombOfAnnihilation/bestiary-toa.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/TombOfAnnihilation/items-toa.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/WaterdeepDragonHeist/bestiary-wdh.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/WaterdeepDragonHeist/items-wdh.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/WaterdeepDungeonOfTheMadMage/bestiary-wdmm.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/WaterdeepDungeonOfTheMadMage/items-wdmm.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/LostLaboratoryOfKwalish/bestiary-llk.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/LostLaboratoryOfKwalish/items-llk.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/LostLaboratoryOfKwalish/spells-llk.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/KrenkosWay/bestiary-kkw.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/GhostsOfSaltmarsh/backgrounds-gos.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/GhostsOfSaltmarsh/bestiary-gos.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/GhostsOfSaltmarsh/items-gos.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/GhostsOfSaltmarsh/vehicles-gos.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/HuntForTheThesselhydra/bestiary-hftt.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/HuntForTheThesselhydra/items-hftt.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/TheOrreryOfTheWanderer/bestiary-oow.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/DragonOfIcespirePeak/bestiary-dip.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/StormLordsWrath/bestiary-slw.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/SleepingDragonsWake/bestiary-sdw.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/SleepingDragonsWake/items-sdw.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/DivineContention/bestiary-dc.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/DivineContention/items-dc.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/BaldursGateDescentIntoAvernus/backgrounds-bgdia.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/BaldursGateDescentIntoAvernus/bestiary-bgdia.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/BaldursGateDescentIntoAvernus/items-bgdia.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/BaldursGateDescentIntoAvernus/vehicles-bgdia.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/LocathahRising/bestiary-lr.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/LocathahRising/races-lr.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/RickAndMorty/bestiary-rmbre.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/RickAndMorty/items-rmbre.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/InfernalMachineRebuild/bestiary-imr.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/InfernalMachineRebuild/items-imr.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/IcewindDaleRimeOfTheFrostmaiden/bestiary-idrotf.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/IcewindDaleRimeOfTheFrostmaiden/spells-idrotf.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/AdventureWithMuk/races-awm.xml" />
|
||||
|
||||
|
||||
<!-- Homebrew -->
|
||||
<doc href="../FightClub5eXML/Sources/Homebrew.xml" />
|
||||
|
||||
@@ -1,50 +1,399 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<collection>
|
||||
<!-- Core Rulebooks -->
|
||||
<doc href="../FightClub5eXML/Sources/CoreRulebooks.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/backgrounds-phb.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/bestiary-phb.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/class-barbarian-phb.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/class-bard-phb.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/class-cleric-phb.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/class-druid-phb.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/class-fighter-phb.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/class-monk-phb.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/class-paladin-phb.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/class-ranger-phb.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/class-rogue-phb.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/class-sorcerer-phb.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/class-warlock-phb.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/class-wizard-phb.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/feats-phb.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/items-phb.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/races-phb.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/spells-phb.xml" />
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/DungeonMastersGuide/bestiary-dmg.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/DungeonMastersGuide/class-cleric-dmg.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/DungeonMastersGuide/class-paladin-dmg.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/DungeonMastersGuide/items-dmg.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/DungeonMastersGuide/races-dmg.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/DungeonMastersGuide/spells-phb+dmg.xml" />
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/MonsterManual/bestiary-mm.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/MonsterManual/items-mm.xml" />
|
||||
|
||||
|
||||
<!-- Supplements -->
|
||||
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/XanatharsGuideToEverything.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/MordenkainensTomeOfFoes/MordenkainensTomeOfFoes.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/VolosGuideToMonsters/VolosGuideToMonsters.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/SwordCoastAdventurersGuide/SwordCoastAdventurersGuide.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/GuildmastersGuideToRavnica/GuildmastersGuideToRavnica.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/WayfindersGuideToEberron/WayfindersGuideToEberron.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/EberronRisingFromTheLastWar.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/AcquisitionsIncorporated/AcquisitionsIncorporated.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/ExplorersGuideToWildemount/ExplorersGuideToWildemount.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/MordenkainensFiendishFolio/MordenkainensFiendishFolio.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/TheTortlePackage/TheTortlePackage.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/OneGrungAbove/OneGrungAbove.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/MythicOdysseysOfTheros/MythicOdysseysOfTheros.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/bestiary-xge.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/class-barbarian-xge.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/class-bard-xge.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/class-cleric-xge.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/class-druid-xge.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/class-fighter-xge.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/class-monk-xge.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/class-paladin-xge.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/class-ranger-xge.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/class-rogue-xge.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/class-sorcerer-xge.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/class-warlock-xge.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/class-wizard-xge.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/feats-xge.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/items-xge.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/spells-phb+xge.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/spells-xge.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/MordenkainensTomeOfFoes/bestiary-mtf.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/MordenkainensTomeOfFoes/feats-mtf.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/MordenkainensTomeOfFoes/items-mtf.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/MordenkainensTomeOfFoes/races-mtf.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/MordenkainensTomeOfFoes/vehicles-mtf.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/VolosGuideToMonsters/bestiary-vgm.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/VolosGuideToMonsters/items-vgm.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/VolosGuideToMonsters/races-vgm.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/SwordCoastAdventurersGuide/backgrounds-scag.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/SwordCoastAdventurersGuide/class-barbarian-scag.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/SwordCoastAdventurersGuide/class-cleric-scag.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/SwordCoastAdventurersGuide/class-fighter-scag.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/SwordCoastAdventurersGuide/class-monk-scag.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/SwordCoastAdventurersGuide/class-paladin-scag.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/SwordCoastAdventurersGuide/class-rogue-scag.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/SwordCoastAdventurersGuide/class-sorcerer-scag.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/SwordCoastAdventurersGuide/class-warlock-scag.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/SwordCoastAdventurersGuide/class-wizard-scag.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/SwordCoastAdventurersGuide/items-scag.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/SwordCoastAdventurersGuide/spells-phb+scag.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/SwordCoastAdventurersGuide/spells-scag.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/GuildmastersGuideToRavnica/backgrounds-ggr.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/GuildmastersGuideToRavnica/bestiary-ggr.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/GuildmastersGuideToRavnica/class-cleric-ggr.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/GuildmastersGuideToRavnica/class-druid-ggr.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/GuildmastersGuideToRavnica/items-ggr.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/GuildmastersGuideToRavnica/races-ggr.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/GuildmastersGuideToRavnica/spells-ggr.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/GuildmastersGuideToRavnica/spells-phb+ggr.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/WayfindersGuideToEberron/items-wge.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/backgrounds-erlw.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/bestiary-erlw.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/class-artificer-erlw.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/feats-erlw.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/items-erlw.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/races-erlw.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/spells-phb+erlw.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/spells-xge+erlw.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/AcquisitionsIncorporated/backgrounds-ai.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/AcquisitionsIncorporated/bestiary-ai.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/AcquisitionsIncorporated/items-ai.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/AcquisitionsIncorporated/races-ai.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/AcquisitionsIncorporated/spells-ai.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/AcquisitionsIncorporated/vehicles-ai.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/ExplorersGuideToWildemount/backgrounds-egw.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/ExplorersGuideToWildemount/bestiary-egw.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/ExplorersGuideToWildemount/class-fighter-egw.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/ExplorersGuideToWildemount/class-wizard-egw.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/ExplorersGuideToWildemount/items-egw.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/ExplorersGuideToWildemount/races-egw.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/ExplorersGuideToWildemount/spells-egw.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/ExplorersGuideToWildemount/vehicles-dd.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/MordenkainensFiendishFolio/bestiary-mff.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/TheTortlePackage/bestiary-ttp.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/TheTortlePackage/items-ttp.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/TheTortlePackage/races-ttp.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/OneGrungAbove/races-oga.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/MythicOdysseysOfTheros/backgrounds-mot.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/MythicOdysseysOfTheros/bestiary-mot.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/MythicOdysseysOfTheros/class-bard-mot.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/MythicOdysseysOfTheros/class-paladin-mot.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/MythicOdysseysOfTheros/items-mot.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/MythicOdysseysOfTheros/races-mot.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/MythicOdysseysOfTheros/spells-phb+mot.xml" />
|
||||
|
||||
|
||||
|
||||
|
||||
<!-- Adventures -->
|
||||
<doc href="../FightClub5eXML/Sources/Adventures.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/BaldursGateDescentIntoAvernus/BaldursGateDescentIntoAvernus.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/HuntForTheThesselhydra/HuntForTheThesselhydra.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/InfernalMachineRebuild/InfernalMachineRebuild.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/LocathahRising/LocathahRising.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/LostLaboratoryOfKwalish/LostLaboratoryOfKwalish.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/DragonOfIcespirePeak/DragonOfIcespirePeak.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/DivineContention/DivineContention.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/StormLordsWrath/StormLordsWrath.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/SleepingDragonsWake/SleepingDragonsWake.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/LostMineOfPhandelver/bestiary-lmop.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/LostMineOfPhandelver/items-lmop.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/HoardOfTheDragonQueen/bestiary-hotdq.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/HoardOfTheDragonQueen/items-hotdq.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/RiseOfTiamat/bestiary-rot.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/RiseOfTiamat/items-rot.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/RiseOfTiamat/items-rotos.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/PrincesOfTheApocalypse/bestiary-pota.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PrincesOfTheApocalypse/items-ee.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PrincesOfTheApocalypse/items-pota.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PrincesOfTheApocalypse/races-ee.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/OutOfTheAbyss/bestiary-oota.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/OutOfTheAbyss/items-oota.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/CurseOfStrahd/backgrounds-cos.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/CurseOfStrahd/bestiary-cos.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/CurseOfStrahd/items-cos.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/StormKingsThunder/bestiary-skt.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/StormKingsThunder/items-skt.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/TalesFromTheYawningPortal/bestiary-tftyp.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/TalesFromTheYawningPortal/items-tftyp.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/TombOfAnnihilation/backgrounds-toa.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/TombOfAnnihilation/bestiary-toa.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/TombOfAnnihilation/items-toa.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/WaterdeepDragonHeist/bestiary-wdh.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/WaterdeepDragonHeist/items-wdh.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/WaterdeepDungeonOfTheMadMage/bestiary-wdmm.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/WaterdeepDungeonOfTheMadMage/items-wdmm.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/LostLaboratoryOfKwalish/bestiary-llk.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/LostLaboratoryOfKwalish/items-llk.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/LostLaboratoryOfKwalish/spells-llk.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/KrenkosWay/bestiary-kkw.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/GhostsOfSaltmarsh/backgrounds-gos.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/GhostsOfSaltmarsh/bestiary-gos.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/GhostsOfSaltmarsh/items-gos.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/GhostsOfSaltmarsh/vehicles-gos.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/HuntForTheThesselhydra/bestiary-hftt.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/HuntForTheThesselhydra/items-hftt.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/TheOrreryOfTheWanderer/bestiary-oow.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/DragonOfIcespirePeak/bestiary-dip.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/StormLordsWrath/bestiary-slw.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/SleepingDragonsWake/bestiary-sdw.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/SleepingDragonsWake/items-sdw.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/DivineContention/bestiary-dc.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/DivineContention/items-dc.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/BaldursGateDescentIntoAvernus/backgrounds-bgdia.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/BaldursGateDescentIntoAvernus/bestiary-bgdia.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/BaldursGateDescentIntoAvernus/items-bgdia.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/BaldursGateDescentIntoAvernus/vehicles-bgdia.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/LocathahRising/bestiary-lr.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/LocathahRising/races-lr.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/RickAndMorty/bestiary-rmbre.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/RickAndMorty/items-rmbre.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/InfernalMachineRebuild/bestiary-imr.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/InfernalMachineRebuild/items-imr.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/IcewindDaleRimeOfTheFrostmaiden/bestiary-idrotf.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/IcewindDaleRimeOfTheFrostmaiden/spells-idrotf.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/AdventureWithMuk/races-awm.xml" />
|
||||
|
||||
|
||||
<!-- UnearthedArcana -->
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/UnearthedArcana.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/2015-08-03_ModernMagic.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/2017-01-09_Artificer.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/2017-03-03_TheMysticClass.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/2018-12-17_Sidekicks.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/2019-08-15_BarbarianAndMonk.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/2019-09-05_SorcererAndWarlock.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/2019-09-18_BardAndPaladin.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/2019-10-03_ClericDruidAndWizard.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/2019-10-17_FighterRangerAndRogue.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/2019-11-04_ClassFeatureVariants.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/2019-11-25_FighterRogueAndWizard.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/2020-01-14_2020SubclassesPart1.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/2020-02-04_2020SubclassesPart2.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/2020-02-24_2020SubclassesPart3.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/2020-03-26_SpellsAndTattoos.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/bestiary-ua-20s2.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/bestiary-ua-20s5.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/bestiary-ua-2020smt.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/bestiary-ua-ar.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/bestiary-ua-cdw.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/bestiary-ua-cfv.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-artificer-ua-2020subclassespt3.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-artificer-ua-artificer.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-artificer-ua-artificerrevisited.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-barbarian-ua-2020subclassespt1.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-barbarian-ua-barbarianandmonk.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-barbarian-ua-barbarianprimalpaths.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-barbarian-ua-revisedsubclasses.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-bard-ua-2020subclassespt2.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-bard-ua-2020subclassespt4.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-bard-ua-bardandpaladin.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-bard-ua-bardbardcolleges.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-bard-ua-kitsofold.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-bard-ua-revisedsubclasses.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-cleric-ua-2020subclassespt2.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-cleric-ua-clericdivinedomains.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-cleric-ua-clericdruidwizard.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-cleric-ua-modernmagic.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-cleric-ua-orderdomain.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-druid-ua-2020subclassespt3.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-druid-ua-clericdruidwizard.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-druid-ua-druid.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-druid-ua-revisedclassoptions.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-druid-ua-threesubclasses.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-fighter-ua-2020psionicoptionsrevisited.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-fighter-ua-fighter.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-fighter-ua-fighterrangerrogue.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-fighter-ua-fighterroguewizard.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-fighter-ua-gothicheroes.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-fighter-ua-kitsofold.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-fighter-ua-revisedclassoptions.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-fighter-ua-revisedsubclasses.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-fighter-ua-threesubclasses.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-monk-ua-2020subclassespt1.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-monk-ua-2020subclassespt5.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-monk-ua-atrioofsubclasses.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-monk-ua-barbarianandmonk.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-monk-ua-monk.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-monk-ua-revisedsubclasses.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-mystic-ua-themysticclass.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-paladin-ua-2020subclassespt1.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-paladin-ua-atrioofsubclasses.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-paladin-ua-bardandpaladin.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-paladin-ua-paladin.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-paladin-ua-revisedclassoptions.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-ranger-ua-2020subclassespt3.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-ranger-ua-2020subclassespt5.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-ranger-ua-atrioofsubclasses.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-ranger-ua-fighterrangerrogue.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-ranger-ua-lightdarkunderdark.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-ranger-ua-modifyingclasses.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-ranger-ua-ranger.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-ranger-ua-rangerandrogue.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-ranger-ua-therangerrevised.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-rogue-ua-2020psionicoptionsrevisited.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-rogue-ua-2020subclassesrevisited.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-rogue-ua-fighterrangerrogue.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-rogue-ua-fighterroguewizard.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-rogue-ua-gothicheroes.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-rogue-ua-rangerandrogue.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-sorcerer-ua-2020psionicoptionsrevisited.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-sorcerer-ua-2020subclassespt2.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-sorcerer-ua-giantsoulsorcerer.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-sorcerer-ua-lightdarkunderdark.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-sorcerer-ua-modifyingclasses.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-sorcerer-ua-revisedsubclasses.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-sorcerer-ua-sorcerer.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-sorcerer-ua-sorcererandwarlock.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-sorcerer-ua-waterborneadventures.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-warlock-ua-2020subclassespt1.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-warlock-ua-2020subclassespt4.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-warlock-ua-2020subclassesrevisited.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-warlock-ua-lightdarkunderdark.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-warlock-ua-modernmagic.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-warlock-ua-revisedclassoptions.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-warlock-ua-sorcererandwarlock.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-warlock-ua-thefaithful.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-warlock-ua-warlockandwizard.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-wizard-ua-2020subclassesrevisited.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-wizard-ua-clericdruidwizard.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-wizard-ua-eberron.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-wizard-ua-fighterroguewizard.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-wizard-ua-modernmagic.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-wizard-ua-threesubclasses.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-wizard-ua-warlockandwizard.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-wizard-ua-wizardrevisited.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/feats-ua-2020f.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/feats-ua-2020por.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/feats-ua-e.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/feats-ua-f.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/feats-ua-ffr.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/feats-ua-ffs.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/feats-ua-frw.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/items-ua-2020smt.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/items-ua-pcrm.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/races-ua-cm.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/races-ua-e.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/races-ua-eag.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/races-ua-gh.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/races-ua-roe.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/races-ua-ror.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/races-ua-wa.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-2020subclassespt1.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-2020subclassespt2.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-2020subclassespt3.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-2020subclassespt4.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-artificer.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-artificerrevisited.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-atrioofsubclasses.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-classfeaturevariants.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-clericdivinedomains.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-clericdruidwizard.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-fighterrangerrogue.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-fighterroguewizard.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-giantsoulsorcerer.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-lightdarkunderdark.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-modernmagic.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-orderdomain.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-paladin.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-rangerandrogue.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-revisedclassoptions.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-sorcerer.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-sorcererandwarlock.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-thefaithful.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-therangerrevised.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-threesubclasses.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-warlockandwizard.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-ua-2020por.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-ua-2020smt.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-ua-ar.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-ua-frw.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-ua-mm.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-ua-saw.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-ua-ss.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-ua-tobm.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-xge+ua-artificerrevisited.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-xge+ua-classfeaturevariants.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/vehicles-ua-osas.xml" />
|
||||
|
||||
</collection>
|
||||
|
||||
@@ -1,48 +1,288 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<collection>
|
||||
<!-- Core Rulebooks -->
|
||||
<doc href="../FightClub5eXML/Sources/CoreRulebooks.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/backgrounds-phb.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/bestiary-phb.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/class-barbarian-phb.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/class-bard-phb.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/class-cleric-phb.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/class-druid-phb.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/class-fighter-phb.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/class-monk-phb.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/class-paladin-phb.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/class-ranger-phb.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/class-rogue-phb.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/class-sorcerer-phb.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/class-warlock-phb.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/class-wizard-phb.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/feats-phb.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/items-phb.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/races-phb.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/spells-phb.xml" />
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/DungeonMastersGuide/bestiary-dmg.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/DungeonMastersGuide/class-cleric-dmg.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/DungeonMastersGuide/class-paladin-dmg.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/DungeonMastersGuide/items-dmg.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/DungeonMastersGuide/races-dmg.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/DungeonMastersGuide/spells-phb+dmg.xml" />
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/MonsterManual/bestiary-mm.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/MonsterManual/items-mm.xml" />
|
||||
|
||||
|
||||
<!-- Supplements -->
|
||||
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/XanatharsGuideToEverything.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/MordenkainensTomeOfFoes/MordenkainensTomeOfFoes.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/VolosGuideToMonsters/VolosGuideToMonsters.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/SwordCoastAdventurersGuide/SwordCoastAdventurersGuide.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/GuildmastersGuideToRavnica/GuildmastersGuideToRavnica.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/WayfindersGuideToEberron/WayfindersGuideToEberron.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/EberronRisingFromTheLastWar.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/AcquisitionsIncorporated/AcquisitionsIncorporated.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/ExplorersGuideToWildemount/ExplorersGuideToWildemount.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/MordenkainensFiendishFolio/MordenkainensFiendishFolio.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/TheTortlePackage/TheTortlePackage.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/OneGrungAbove/OneGrungAbove.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/MythicOdysseysOfTheros/MythicOdysseysOfTheros.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/bestiary-xge.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/class-barbarian-xge.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/class-bard-xge.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/class-cleric-xge.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/class-druid-xge.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/class-fighter-xge.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/class-monk-xge.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/class-paladin-xge.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/class-ranger-xge.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/class-rogue-xge.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/class-sorcerer-xge.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/class-warlock-xge.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/class-wizard-xge.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/feats-xge.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/items-xge.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/spells-phb+xge.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/spells-xge.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/MordenkainensTomeOfFoes/bestiary-mtf.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/MordenkainensTomeOfFoes/feats-mtf.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/MordenkainensTomeOfFoes/items-mtf.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/MordenkainensTomeOfFoes/races-mtf.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/MordenkainensTomeOfFoes/vehicles-mtf.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/VolosGuideToMonsters/bestiary-vgm.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/VolosGuideToMonsters/items-vgm.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/VolosGuideToMonsters/races-vgm.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/SwordCoastAdventurersGuide/backgrounds-scag.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/SwordCoastAdventurersGuide/class-barbarian-scag.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/SwordCoastAdventurersGuide/class-cleric-scag.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/SwordCoastAdventurersGuide/class-fighter-scag.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/SwordCoastAdventurersGuide/class-monk-scag.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/SwordCoastAdventurersGuide/class-paladin-scag.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/SwordCoastAdventurersGuide/class-rogue-scag.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/SwordCoastAdventurersGuide/class-sorcerer-scag.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/SwordCoastAdventurersGuide/class-warlock-scag.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/SwordCoastAdventurersGuide/class-wizard-scag.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/SwordCoastAdventurersGuide/items-scag.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/SwordCoastAdventurersGuide/spells-phb+scag.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/SwordCoastAdventurersGuide/spells-scag.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/GuildmastersGuideToRavnica/backgrounds-ggr.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/GuildmastersGuideToRavnica/bestiary-ggr.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/GuildmastersGuideToRavnica/class-cleric-ggr.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/GuildmastersGuideToRavnica/class-druid-ggr.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/GuildmastersGuideToRavnica/items-ggr.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/GuildmastersGuideToRavnica/races-ggr.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/GuildmastersGuideToRavnica/spells-ggr.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/GuildmastersGuideToRavnica/spells-phb+ggr.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/WayfindersGuideToEberron/items-wge.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/backgrounds-erlw.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/bestiary-erlw.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/class-artificer-erlw.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/feats-erlw.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/items-erlw.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/races-erlw.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/spells-phb+erlw.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/spells-xge+erlw.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/AcquisitionsIncorporated/backgrounds-ai.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/AcquisitionsIncorporated/bestiary-ai.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/AcquisitionsIncorporated/items-ai.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/AcquisitionsIncorporated/races-ai.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/AcquisitionsIncorporated/spells-ai.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/AcquisitionsIncorporated/vehicles-ai.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/ExplorersGuideToWildemount/backgrounds-egw.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/ExplorersGuideToWildemount/bestiary-egw.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/ExplorersGuideToWildemount/class-fighter-egw.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/ExplorersGuideToWildemount/class-wizard-egw.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/ExplorersGuideToWildemount/items-egw.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/ExplorersGuideToWildemount/races-egw.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/ExplorersGuideToWildemount/spells-egw.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/ExplorersGuideToWildemount/vehicles-dd.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/MordenkainensFiendishFolio/bestiary-mff.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/TheTortlePackage/bestiary-ttp.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/TheTortlePackage/items-ttp.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/TheTortlePackage/races-ttp.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/OneGrungAbove/races-oga.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/MythicOdysseysOfTheros/backgrounds-mot.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/MythicOdysseysOfTheros/bestiary-mot.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/MythicOdysseysOfTheros/class-bard-mot.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/MythicOdysseysOfTheros/class-paladin-mot.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/MythicOdysseysOfTheros/items-mot.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/MythicOdysseysOfTheros/races-mot.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/MythicOdysseysOfTheros/spells-phb+mot.xml" />
|
||||
|
||||
|
||||
|
||||
|
||||
<!-- Adventures -->
|
||||
<doc href="../FightClub5eXML/Sources/Adventures.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/BaldursGateDescentIntoAvernus/BaldursGateDescentIntoAvernus.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/HuntForTheThesselhydra/HuntForTheThesselhydra.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/InfernalMachineRebuild/InfernalMachineRebuild.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/LocathahRising/LocathahRising.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/LostLaboratoryOfKwalish/LostLaboratoryOfKwalish.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/DragonOfIcespirePeak/DragonOfIcespirePeak.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/DivineContention/DivineContention.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/StormLordsWrath/StormLordsWrath.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/SleepingDragonsWake/SleepingDragonsWake.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/LostMineOfPhandelver/bestiary-lmop.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/LostMineOfPhandelver/items-lmop.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/HoardOfTheDragonQueen/bestiary-hotdq.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/HoardOfTheDragonQueen/items-hotdq.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/RiseOfTiamat/bestiary-rot.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/RiseOfTiamat/items-rot.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/RiseOfTiamat/items-rotos.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/PrincesOfTheApocalypse/bestiary-pota.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PrincesOfTheApocalypse/items-ee.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PrincesOfTheApocalypse/items-pota.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PrincesOfTheApocalypse/races-ee.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/OutOfTheAbyss/bestiary-oota.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/OutOfTheAbyss/items-oota.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/CurseOfStrahd/backgrounds-cos.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/CurseOfStrahd/bestiary-cos.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/CurseOfStrahd/items-cos.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/StormKingsThunder/bestiary-skt.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/StormKingsThunder/items-skt.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/TalesFromTheYawningPortal/bestiary-tftyp.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/TalesFromTheYawningPortal/items-tftyp.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/TombOfAnnihilation/backgrounds-toa.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/TombOfAnnihilation/bestiary-toa.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/TombOfAnnihilation/items-toa.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/WaterdeepDragonHeist/bestiary-wdh.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/WaterdeepDragonHeist/items-wdh.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/WaterdeepDungeonOfTheMadMage/bestiary-wdmm.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/WaterdeepDungeonOfTheMadMage/items-wdmm.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/LostLaboratoryOfKwalish/bestiary-llk.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/LostLaboratoryOfKwalish/items-llk.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/LostLaboratoryOfKwalish/spells-llk.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/KrenkosWay/bestiary-kkw.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/GhostsOfSaltmarsh/backgrounds-gos.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/GhostsOfSaltmarsh/bestiary-gos.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/GhostsOfSaltmarsh/items-gos.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/GhostsOfSaltmarsh/vehicles-gos.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/HuntForTheThesselhydra/bestiary-hftt.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/HuntForTheThesselhydra/items-hftt.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/TheOrreryOfTheWanderer/bestiary-oow.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/DragonOfIcespirePeak/bestiary-dip.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/StormLordsWrath/bestiary-slw.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/SleepingDragonsWake/bestiary-sdw.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/SleepingDragonsWake/items-sdw.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/DivineContention/bestiary-dc.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/DivineContention/items-dc.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/BaldursGateDescentIntoAvernus/backgrounds-bgdia.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/BaldursGateDescentIntoAvernus/bestiary-bgdia.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/BaldursGateDescentIntoAvernus/items-bgdia.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/BaldursGateDescentIntoAvernus/vehicles-bgdia.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/LocathahRising/bestiary-lr.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/LocathahRising/races-lr.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/RickAndMorty/bestiary-rmbre.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/RickAndMorty/items-rmbre.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/InfernalMachineRebuild/bestiary-imr.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/InfernalMachineRebuild/items-imr.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/IcewindDaleRimeOfTheFrostmaiden/bestiary-idrotf.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/IcewindDaleRimeOfTheFrostmaiden/spells-idrotf.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/AdventureWithMuk/races-awm.xml" />
|
||||
|
||||
|
||||
<!-- UnearthedArcana -->
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/2015-08-03_ModernMagic.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/2017-03-03_TheMysticClass.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/2018-12-17_Sidekicks.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/2019-08-15_BarbarianAndMonk.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/2019-09-05_SorcererAndWarlock.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/2019-09-18_BardAndPaladin.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/2019-10-03_ClericDruidAndWizard.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/2019-10-17_FighterRangerAndRogue.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/2019-11-04_ClassFeatureVariants.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/2019-11-25_FighterRogueAndWizard.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/2020-01-14_2020SubclassesPart1.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/2020-02-04_2020SubclassesPart2.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/2020-02-24_2020SubclassesPart3.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/2020-03-26_SpellsAndTattoos.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/bestiary-ua-20s2.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/bestiary-ua-20s5.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/bestiary-ua-2020smt.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/bestiary-ua-cfv.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-bard-ua-2020subclassespt4.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-cleric-ua-modernmagic.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-monk-ua-2020subclassespt5.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-mystic-ua-themysticclass.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-ranger-ua-2020subclassespt5.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-ranger-ua-ranger.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-ranger-ua-therangerrevised.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-sorcerer-ua-giantsoulsorcerer.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-warlock-ua-2020subclassespt4.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-warlock-ua-modernmagic.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-warlock-ua-thefaithful.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/class-wizard-ua-modernmagic.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/feats-ua-2020f.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/feats-ua-2020por.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/feats-ua-f.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/feats-ua-ffr.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/feats-ua-ffs.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/feats-ua-frw.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/items-ua-2020smt.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-2020subclassespt4.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-classfeaturevariants.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-giantsoulsorcerer.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-modernmagic.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-phb+ua-thefaithful.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-ua-2020smt.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-ua-mm.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-ua-tobm.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-xge+ua-classfeaturevariants.xml" />
|
||||
|
||||
</collection>
|
||||
|
||||
@@ -1,4 +1,31 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<collection>
|
||||
<doc href="../FightClub5eXML/Sources/CoreRulebooks.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/backgrounds-phb.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/bestiary-phb.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/class-barbarian-phb.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/class-bard-phb.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/class-cleric-phb.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/class-druid-phb.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/class-fighter-phb.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/class-monk-phb.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/class-paladin-phb.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/class-ranger-phb.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/class-rogue-phb.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/class-sorcerer-phb.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/class-warlock-phb.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/class-wizard-phb.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/feats-phb.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/items-phb.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/races-phb.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/spells-phb.xml" />
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/DungeonMastersGuide/bestiary-dmg.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/DungeonMastersGuide/class-cleric-dmg.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/DungeonMastersGuide/class-paladin-dmg.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/DungeonMastersGuide/items-dmg.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/DungeonMastersGuide/races-dmg.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/DungeonMastersGuide/spells-phb+dmg.xml" />
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/MonsterManual/bestiary-mm.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/MonsterManual/items-mm.xml" />
|
||||
</collection>
|
||||
|
||||
@@ -1,20 +1,141 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<collection>
|
||||
<!-- Core Rulebooks -->
|
||||
<doc href="../FightClub5eXML/Sources/CoreRulebooks.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/backgrounds-phb.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/bestiary-phb.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/class-barbarian-phb.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/class-bard-phb.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/class-cleric-phb.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/class-druid-phb.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/class-fighter-phb.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/class-monk-phb.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/class-paladin-phb.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/class-ranger-phb.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/class-rogue-phb.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/class-sorcerer-phb.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/class-warlock-phb.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/class-wizard-phb.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/feats-phb.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/items-phb.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/races-phb.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/spells-phb.xml" />
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/DungeonMastersGuide/bestiary-dmg.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/DungeonMastersGuide/class-cleric-dmg.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/DungeonMastersGuide/class-paladin-dmg.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/DungeonMastersGuide/items-dmg.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/DungeonMastersGuide/races-dmg.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/DungeonMastersGuide/spells-phb+dmg.xml" />
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/MonsterManual/bestiary-mm.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/MonsterManual/items-mm.xml" />
|
||||
|
||||
|
||||
<!-- Supplements -->
|
||||
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/XanatharsGuideToEverything.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/MordenkainensTomeOfFoes/MordenkainensTomeOfFoes.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/VolosGuideToMonsters/VolosGuideToMonsters.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/SwordCoastAdventurersGuide/SwordCoastAdventurersGuide.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/GuildmastersGuideToRavnica/GuildmastersGuideToRavnica.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/WayfindersGuideToEberron/WayfindersGuideToEberron.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/EberronRisingFromTheLastWar.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/AcquisitionsIncorporated/AcquisitionsIncorporated.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/ExplorersGuideToWildemount/ExplorersGuideToWildemount.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/MordenkainensFiendishFolio/MordenkainensFiendishFolio.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/TheTortlePackage/TheTortlePackage.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/OneGrungAbove/OneGrungAbove.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/MythicOdysseysOfTheros/MythicOdysseysOfTheros.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/bestiary-xge.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/class-barbarian-xge.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/class-bard-xge.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/class-cleric-xge.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/class-druid-xge.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/class-fighter-xge.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/class-monk-xge.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/class-paladin-xge.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/class-ranger-xge.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/class-rogue-xge.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/class-sorcerer-xge.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/class-warlock-xge.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/class-wizard-xge.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/feats-xge.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/items-xge.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/spells-phb+xge.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/spells-xge.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/MordenkainensTomeOfFoes/bestiary-mtf.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/MordenkainensTomeOfFoes/feats-mtf.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/MordenkainensTomeOfFoes/items-mtf.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/MordenkainensTomeOfFoes/races-mtf.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/MordenkainensTomeOfFoes/vehicles-mtf.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/VolosGuideToMonsters/bestiary-vgm.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/VolosGuideToMonsters/items-vgm.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/VolosGuideToMonsters/races-vgm.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/SwordCoastAdventurersGuide/backgrounds-scag.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/SwordCoastAdventurersGuide/class-barbarian-scag.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/SwordCoastAdventurersGuide/class-cleric-scag.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/SwordCoastAdventurersGuide/class-fighter-scag.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/SwordCoastAdventurersGuide/class-monk-scag.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/SwordCoastAdventurersGuide/class-paladin-scag.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/SwordCoastAdventurersGuide/class-rogue-scag.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/SwordCoastAdventurersGuide/class-sorcerer-scag.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/SwordCoastAdventurersGuide/class-warlock-scag.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/SwordCoastAdventurersGuide/class-wizard-scag.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/SwordCoastAdventurersGuide/items-scag.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/SwordCoastAdventurersGuide/spells-phb+scag.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/SwordCoastAdventurersGuide/spells-scag.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/GuildmastersGuideToRavnica/backgrounds-ggr.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/GuildmastersGuideToRavnica/bestiary-ggr.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/GuildmastersGuideToRavnica/class-cleric-ggr.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/GuildmastersGuideToRavnica/class-druid-ggr.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/GuildmastersGuideToRavnica/items-ggr.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/GuildmastersGuideToRavnica/races-ggr.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/GuildmastersGuideToRavnica/spells-ggr.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/GuildmastersGuideToRavnica/spells-phb+ggr.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/WayfindersGuideToEberron/items-wge.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/backgrounds-erlw.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/bestiary-erlw.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/class-artificer-erlw.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/feats-erlw.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/items-erlw.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/races-erlw.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/spells-phb+erlw.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/spells-xge+erlw.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/AcquisitionsIncorporated/backgrounds-ai.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/AcquisitionsIncorporated/bestiary-ai.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/AcquisitionsIncorporated/items-ai.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/AcquisitionsIncorporated/races-ai.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/AcquisitionsIncorporated/spells-ai.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/AcquisitionsIncorporated/vehicles-ai.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/ExplorersGuideToWildemount/backgrounds-egw.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/ExplorersGuideToWildemount/bestiary-egw.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/ExplorersGuideToWildemount/class-fighter-egw.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/ExplorersGuideToWildemount/class-wizard-egw.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/ExplorersGuideToWildemount/items-egw.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/ExplorersGuideToWildemount/races-egw.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/ExplorersGuideToWildemount/spells-egw.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/ExplorersGuideToWildemount/vehicles-dd.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/MordenkainensFiendishFolio/bestiary-mff.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/TheTortlePackage/bestiary-ttp.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/TheTortlePackage/items-ttp.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/TheTortlePackage/races-ttp.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/OneGrungAbove/races-oga.xml" />
|
||||
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/MythicOdysseysOfTheros/backgrounds-mot.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/MythicOdysseysOfTheros/bestiary-mot.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/MythicOdysseysOfTheros/class-bard-mot.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/MythicOdysseysOfTheros/class-paladin-mot.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/MythicOdysseysOfTheros/items-mot.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/MythicOdysseysOfTheros/races-mot.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/MythicOdysseysOfTheros/spells-phb+mot.xml" />
|
||||
|
||||
</collection>
|
||||
|
||||
@@ -1,154 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<collection>
|
||||
<!-- Combined Rules -->
|
||||
<doc href="../FightClub5eXML/Sources/backgrounds.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/feats.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/items.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/races.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/vehicles.xml" />
|
||||
|
||||
|
||||
<!-- Classes -->
|
||||
<doc href="../FightClub5eXML/Sources/classes/class-artificer.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/classes/class-barbarian.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/classes/class-bard.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/classes/class-cleric.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/classes/class-druid.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/classes/class-fighter.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/classes/class-monk.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/classes/class-mystic.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/classes/class-paladin.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/classes/class-ranger.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/classes/class-rogue.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/classes/class-rune-scribe.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/classes/class-sidekick.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/classes/class-sorcerer.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/classes/class-warlock.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/classes/class-wizard.xml" />
|
||||
|
||||
|
||||
<!-- Core Rulebooks -->
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/bestiary-phb.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlayersHandbook/spells-phb.xml" />
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/DungeonMastersGuide/bestiary-dmg.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/MonsterManual/bestiary-mm.xml" />
|
||||
|
||||
|
||||
<!-- Supplements -->
|
||||
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/bestiary-xge.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/XanatharsGuideToEverything/spells-xge.xml" />
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/MordenkainensTomeOfFoes/bestiary-mtf.xml" />
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/VolosGuideToMonsters/bestiary-vgm.xml" />
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/SwordCoastAdventurersGuide/spells-scag.xml" />
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/GuildmastersGuideToRavnica/bestiary-ggr.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/GuildmastersGuideToRavnica/spells-ggr.xml" />
|
||||
|
||||
<!-- <doc href="../FightClub5eXML/Sources/WayfindersGuideToEberron/.xml" /> -->
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/EberronRisingFromTheLastWar/bestiary-erlw.xml" />
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/AcquisitionsIncorporated/bestiary-ai.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/AcquisitionsIncorporated/spells-ai.xml" />
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/ExplorersGuideToWildemount/bestiary-egw.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/ExplorersGuideToWildemount/spells-egw.xml" />
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/MordenkainensFiendishFolio/bestiary-mff.xml" />
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/TheTortlePackage/bestiary-ttp.xml" />
|
||||
|
||||
<!-- <doc href="../FightClub5eXML/Sources/OneGrungAbove/.xml" /> -->
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/MythicOdysseysOfTheros/bestiary-mot.xml" />
|
||||
|
||||
|
||||
<!-- Adventures -->
|
||||
<doc href="../FightClub5eXML/Sources/BaldursGateDescentIntoAvernus/bestiary-bgdia.xml" />
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/CurseOfStrahd/bestiary-cos.xml" />
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/DragonOfIcespirePeak/bestiary-dip.xml" />
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/DivineContention/bestiary-dc.xml" />
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/HoardOfTheDragonQueen/bestiary-hotdq.xml" />
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/HuntForTheThesselhydra/bestiary-hftt.xml" />
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/IcewindDaleRimeOfTheFrostmaiden/bestiary-idrotf.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/IcewindDaleRimeOfTheFrostmaiden/spells-idrotf.xml" />
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/InfernalMachineRebuild/bestiary-imr.xml" />
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/KrenkosWay/bestiary-kkw.xml" />
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/LocathahRising/bestiary-lr.xml" />
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/LostLaboratoryOfKwalish/bestiary-llk.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/LostLaboratoryOfKwalish/spells-llk.xml" />
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/LostMineOfPhandelver/bestiary-lmop.xml" />
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/OutOfTheAbyss/bestiary-oota.xml" />
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/PrincesOfTheApocalypse/bestiary-pota.xml" />
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/RickAndMorty/bestiary-rmbre.xml" />
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/RiseOfTiamat/bestiary-rot.xml" />
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/SleepingDragonsWake/bestiary-sdw.xml" />
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/StormKingsThunder/bestiary-skt.xml" />
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/StormLordsWrath/bestiary-slw.xml" />
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/TalesFromTheYawningPortal/bestiary-tftyp.xml" />
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/TheOrreryOfTheWanderer/bestiary-oow.xml" />
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/TombOfAnnihilation/bestiary-toa.xml" />
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/WaterdeepDragonHeist/bestiary-wdh.xml" />
|
||||
|
||||
<doc href="../FightClub5eXML/Sources/WaterdeepDungeonOfTheMadMage/bestiary-wdmm.xml" />
|
||||
|
||||
|
||||
<!-- Plane Shift -->
|
||||
<doc href="../FightClub5eXML/Sources/PlaneShift/bestiary-ps-a.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlaneShift/bestiary-ps-d.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlaneShift/bestiary-ps-i.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlaneShift/bestiary-ps-k.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlaneShift/bestiary-ps-x.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/PlaneShift/bestiary-ps-z.xml" />
|
||||
|
||||
|
||||
<!-- Unearthed Arcana -->
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/bestiary-ua-20s2.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/bestiary-ua-20s5.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/bestiary-ua-2020smt.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/bestiary-ua-ar.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/bestiary-ua-cdw.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/bestiary-ua-cfv.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-ua-2020por.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-ua-2020smt.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-ua-ar.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-ua-frw.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-ua-mm.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-ua-saw.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-ua-ss.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/UnearthedArcana/spells-ua-tobm.xml" />
|
||||
|
||||
|
||||
<!-- Miscellaneous -->
|
||||
<doc href="../FightClub5eXML/Sources/Miscellaneous/bestiary-esk.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/Miscellaneous/bestiary-mag.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/Miscellaneous/bestiary-sads.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/Miscellaneous/bestiary-stream.xml" />
|
||||
<doc href="../FightClub5eXML/Sources/Miscellaneous/spells-stream.xml" />
|
||||
</collection>
|
||||
@@ -1,5 +1,13 @@
|
||||
## CHANGE LOG
|
||||
|
||||
### 2020-11-16
|
||||
|
||||
Replaced old sources with new sources.
|
||||
|
||||
In anticipation of Tasha's Cauldron of Everything, "unpublished" Unearthed Arcana does not include content expected to be released in that source.
|
||||
|
||||
Removed "Everything" collection.
|
||||
|
||||
### 2020-11-02
|
||||
|
||||
Added "Everything" collection, a preview for the new format.
|
||||
|
||||
@@ -3,9 +3,7 @@
|
||||
|
||||
## About
|
||||
|
||||
We have been a dedicated group of D&D fans who manually added XML for Lion's Den Fight Club 5e and Game Master 5e apps. We've now found a reliable source to auto-generate the XML, and we'll be transitioning to that completely by 2021.
|
||||
|
||||
If you'd like to try out the new format, you can import the "Everything" collection. If you have feedback, follow the instructions in [Issues](#Issues).
|
||||
We have been a dedicated group of D&D fans who manually added XML for Lion's Den Fight Club 5e and Game Master 5e apps. We've now found a reliable source to auto-generate the XML, and have transitioned to that as of November 2020. If you have feedback, follow the instructions in [Issues](#Issues).
|
||||
|
||||
We are unaffiliated with Lion's Den and Wizards of the Coast.
|
||||
|
||||
@@ -14,7 +12,7 @@ We are unaffiliated with Lion's Den and Wizards of the Coast.
|
||||
|
||||
Import only one of the Collection files into the Fight Club app.
|
||||
|
||||
**Everything**: Newly formatted XML that includes all rulebooks, supplements, adventures, Unearthed Arcana, and some unofficial content.
|
||||
**Everything**: Newly formatted XML that includes all rulebooks, supplements, adventures, Unearthed Arcana, and some miscellaneous and unofficial content, like Plane Shift and Adventurers League.
|
||||
|
||||
**CoreRulebooks**: Player's Handbook, Dungeon Master's Guide, and Monster Manual
|
||||
|
||||
@@ -46,9 +44,11 @@ Import only one of the Collection files into the Fight Club app.
|
||||
|
||||
## Contribute
|
||||
|
||||
Visit the [FightClub5eXML Github](https://github.com/kinkofer/FightClub5eXML) to contribute.
|
||||
Visit the [FightClub5eXML GitHub](https://github.com/kinkofer/FightClub5eXML) to contribute. Although we are not accepting manual changes to the XML data, we are open to your feedback.
|
||||
|
||||
The GitHub repository has instructions for creating your own compendium, allowing you to choose only the sources you'd like to import into your app.
|
||||
|
||||
|
||||
## Issues
|
||||
|
||||
Find a mistake in the compendium? Report it on our [Github Issues](https://github.com/kinkofer/FightClub5eXML/issues).
|
||||
Find a mistake in the compendium? Report it on our [GitHub Issues](https://github.com/kinkofer/FightClub5eXML/issues). We'll try out best to report issues back to our source to fix.
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,298 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<background>
|
||||
<name>Celebrity Adventurer's Scion</name>
|
||||
<proficiency>Perception, Performance</proficiency>
|
||||
<trait>
|
||||
<name>Description</name>
|
||||
<text>Your family name strikes fear and admiration in the hearts of the common folk—but that's got nothing to do with you. Songs and stories celebrating the adventuring exploits of your famous parent are widely known. Kids across the land grew up wishing they were you. But being the child of a famous adventurer wasn't all hugs and kisses.
|
||||
You seldom saw your celebrity-adventurer parent, and when they were around, it was all about them and tales of slaying this demon or vanquishing that dragon. All too often, you'd be woken out of a sound sleep by someone standing outside your home screaming about the latest threat to the town, the region, or the world.
|
||||
In the end, all you have to show for your lineage is your name. Most of the family's money went for consumables, from potions of healing and spell scrolls to copious amounts of dwarven ale. And everyone expects you to swing a sword or sling spells like your famous forebear, making it doubly hard for you to prove yourself.
|
||||
• Skill Proficiencies: Perception, Performance
|
||||
• Tool Proficiencies: Disguise kit
|
||||
• Languages: Two of your choice
|
||||
• Equipment: Disguise kit, a set of fine clothes, and a belt pouch containing 30 gp.
|
||||
Source: Acquisitions Incorporated p. 48</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Feature: Name Dropping</name>
|
||||
<text>You know and have met any number of powerful people across the land—and some of them might even remember you. You might be able to wrangle minor assistance from a major figure in the campaign, at the DM's discretion. Additionally, the common folk treat you with deference, and your heritage and the stories you tell might be good for a free meal or a place to sleep.
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Suggested Characteristics</name>
|
||||
<text>Scions of celebrity adventurers must deal with fame that's not theirs, wealth they didn't earn, and expectations they can never hope to meet. These hardships can have adverse effects, but those who cope with them can arrive at a decent attitude and a grounded worldview. Those who fail become bitter—or worse.
|
||||
d8 | Personality Trait
|
||||
1 | I will never get out of my famous parent's shadow, and no one else will ever understand this burden.
|
||||
2 | I've seen enough of the adventuring life to have realistic expectations and empathy for my peers.
|
||||
3 | Living up to my legacy will be difficult, but I'm going to do it.
|
||||
4 | I'm used to the very best in life, and that's a hard habit to break.
|
||||
5 | My parent taught me a sense of duty. I strive to uphold it, even when the odds are against me.
|
||||
6 | No one can fake a smile, a handshake, or an interested nod like I can.
|
||||
7 | I've been part of the adventuring life since I was old enough to walk. Let me explain a few things to you.
|
||||
8 | No risk is too great for the rewards of defeating my enemies... and taking their stuff.
|
||||
|
||||
d6 | Ideal
|
||||
1 | Power. The only way to get ahead in this world is to attain power and hold onto it with all your might. (Evil)
|
||||
2 | Peace. Those who can find or make peace in the chaotic world around them have everything. (Lawful)
|
||||
3 | Fame. I've seen what fame can bring. And I'll do anything to get all that for myself. (Neutral)
|
||||
4 | Training. Hard work, sacrifice, and training lead to success—and eventually to perfection. (Any)
|
||||
5 | Anonymity. I want to be successful. And alone. With lots of guards and wards between me and everyone else in the world. (Any)
|
||||
6 | Wisdom. Material wealth is an illusion. Wisdom is the real treasure. (Good)
|
||||
|
||||
d6 | Bond
|
||||
1 | While my parent was out adventuring, a servant raised me, and I care about that person more than anyone.
|
||||
2 | I consider every member of my parent's former adventuring party to be family.
|
||||
3 | Despite their absences, my famous parent was kind and generous. I love them and want to make them proud.
|
||||
4 | My parent once brought a cursed magic item home. It is my obsession.
|
||||
5 | My childhood home holds all my best memories, and its upkeep is my primary concern.
|
||||
6 | Growing up, I had an imaginary friend I could always count on. That friend is still with me.
|
||||
|
||||
d6 | Flaw
|
||||
1 | You don't know what I'm going through. You never can.
|
||||
2 | You. Fetch my cloak. And maybe rub my feet for a while.
|
||||
3 | My comrades are brave, but I must defeat this threat alone to prove my worth.
|
||||
4 | Oh, yeah, that spell? Named after my parent's best friend. Let me tell you about them.
|
||||
5 | My best days are behind me. Ahead lies only toil, pain, and death.
|
||||
6 | You have to look out for yourself. No one else will.
|
||||
|
||||
</text>
|
||||
</trait>
|
||||
</background>
|
||||
<background>
|
||||
<name>Failed Merchant</name>
|
||||
<proficiency>Investigation, Persuasion</proficiency>
|
||||
<trait>
|
||||
<name>Description</name>
|
||||
<text>Maybe you come from a long line of merchants. Perhaps you were an entrepreneur. Regardless, your ventures ended poorly. Whether it was because of outside influences, bad luck, or simply because your business acumen was weak, you lost everything.
|
||||
With failure, however, comes experience. You're free of that old life, having made some connections and learned your lessons. Prepared to pursue the life of an adventurer, your insight into the world of commerce brought you into the sphere of Acquisitions Incorporated—and a franchise just might be in your future.
|
||||
• Skill Proficiencies: Investigation, Persuasion
|
||||
• Tool Proficiencies: One type of artisan's tools
|
||||
• Languages: Any one of your choice
|
||||
• Equipment: One set of artisan's tools, merchant's scale, a set of fine clothes, and a belt pouch containing 10 gp
|
||||
Source: Acquisitions Incorporated p. 49</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Feature: Supply Chain</name>
|
||||
<text>From your time as a merchant, you retain connections with wholesalers, suppliers, and other merchants and entrepreneurs. You can call upon these connections when looking for items or information.
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Suggested Characteristics</name>
|
||||
<text>Being a merchant involved having a head for numbers, a strong personality, the ability to make deals with hostile adversaries, a strong sword arm to fight off bandits, and the intuition for knowing what people want and need. The art of business is the art of finding the best path to profit, and that path might be different with each transaction. It takes a strong mind and a stronger stomach to succeed. So why did you fail?
|
||||
d8 | Personality Trait
|
||||
1 | I didn't have the cutthroat attitude necessary to succeed. I won't make that mistake again.
|
||||
2 | Even my competitors said I was affable and talented. Those traits should serve me well.
|
||||
3 | To prosper, you have to be in control.
|
||||
4 | The customer is always right.
|
||||
5 | I was cutting corners and breaking deals to maximize profit. That's why I failed.
|
||||
6 | When I get an idea, I am single-minded in its execution—even if it's a terrible idea.
|
||||
7 | If I can be everyone's friend, I'll always have support.
|
||||
8 | My heart wasn't in being a merchant, so I failed. I'm not all that keen on adventuring either, but I need the money.
|
||||
|
||||
d6 | Ideal
|
||||
1 | Survival. Where there's life, there's hope. If I remain alive and flexible, I can succeed. (Any)
|
||||
2 | Generosity. People helped me when I was down. Now that I'm back on my feet, I'll pay it forward. (Good)
|
||||
3 | Excitement. Caution got me nowhere in my previous business. I'm not going to let it hold me back now. (Chaotic)
|
||||
4 | Wealth. With enough coin, I can buy comfort, power, knowledge, and even eternal life. Nothing will stand between me and money. (Evil)
|
||||
5 | Stability. The mercantile trade was too chaotic for me. I need a nice stable profession, like adventuring. (Lawful)
|
||||
6 | Redemption. Too many people consider me a failure. So I need to prove them wrong. (Any)
|
||||
|
||||
d6 | Bond
|
||||
1 | My family means everything to me. I failed them before, and I must not do so again.
|
||||
2 | My church provides a connection to my god, so I must ensure that it is protected and funded.
|
||||
3 | My former business partner fell ill, and then our business failed. Part of my new venture involves earning enough to take care of their family.
|
||||
4 | If I take care of my possessions, they'll take care of me. People come and go, but a weapon or a wand is something you can always rely on.
|
||||
5 | Although my business failed, the people of my community were kind to me. I'll do everything in my power to protect them.
|
||||
6 | I owe a dangerous person a lot of money. As long as they're happy, they let my debt rest unpaid.
|
||||
|
||||
d6 | Flaw
|
||||
1 | Why spend gold here when you can buy the same thing for copper in the next town?
|
||||
2 | I must have the best of everything. Like, right now.
|
||||
3 | You haven't heard of me? I'm sure that's because of your ignorance and low breeding.
|
||||
4 | I failed, but I'm awesome. So when anyone else is successful, it must be because of nepotism, dishonesty, or dumb luck.
|
||||
5 | I find that most people are trustworthy. Hey, where's my belt pouch?
|
||||
6 | Nothing gets between me and danger except my fellow adventurers. So I'll be sure to put them there.
|
||||
|
||||
</text>
|
||||
</trait>
|
||||
</background>
|
||||
<background>
|
||||
<name>Gambler</name>
|
||||
<proficiency>Deception, Insight</proficiency>
|
||||
<trait>
|
||||
<name>Description</name>
|
||||
<text>All you need to make a lot of gold is a little gold. Except at those times when all you need to have no gold at all is a little gold. Whether you're a good gambler or a bad one rarely matters, because no one can divine the whims of Lady Luck. Sometimes you're up, sometimes you're down. But the thing about gambling is that someone is always willing to take a bet.
|
||||
• Skill Proficiencies: Deception, Insight
|
||||
• Tool Proficiencies: One gaming set
|
||||
• Languages: Any one of your choice
|
||||
• Equipment: One gaming set, a lucky charm, a set of fine clothes, and a belt pouch containing 15 gp
|
||||
Source: Acquisitions Incorporated p. 49</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Feature: Never Tell Me the Odds</name>
|
||||
<text>Odds and probability are your bread and butter. During downtime activities that involve games of chance or figuring odds on the best plan, you can get a solid sense of which choice is likely the best one and which opportunities seem too good to be true, at the DM's determination.
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Suggested Characteristics</name>
|
||||
<text>Some gamble out of necessity. Others do so out of boredom. Still others become addicted to the thrill of winning or losing everything on a turn of fortune. For some, gambling is less a matter of chance and more a matter of seeking every advantage to ensure the outcome. The best gamblers can lose everything, and the worst gamblers sometimes win. Regardless, you can always tell gamblers by the look in their eyes. Lady Luck haunts them.
|
||||
d8 | Personality Trait
|
||||
1 | I plan for every contingency. Leave nothing to chance!
|
||||
2 | Every copper wants to be a silver. Each bet is an opportunity.
|
||||
3 | I'm one of Lady Luck's favored. Anything I try is destined to succeed.
|
||||
4 | I've lost so much to gambling that I refuse to spend money on anything anymore.
|
||||
5 | Nothing is certain. Planning is a coward's act.
|
||||
6 | I can't be sure who I've swindled, cheated, or defeated, so I keep a low profile in public.
|
||||
7 | The perfect bet is out there somewhere. I just have to keep my eyes open.
|
||||
8 | I have beaten my addiction, but all it takes is one weak moment and I'll be back at the card table.
|
||||
|
||||
d6 | Ideal
|
||||
1 | Knowledge. Knowledge is power, and knowing which horse to back is the key to success. (Any)
|
||||
2 | Fate. Whatever happens is fated, regardless of any planning or striving. (Lawful)
|
||||
3 | Bravery. If you want to succeed, you have to take risks. (Chaotic)
|
||||
4 | Survival. You can't win if you're dead. Live to fight another day—when the odds might be more in your favor. (Any)
|
||||
5 | Reliability. When I was in need, I was able to rely on others. Now I want to be the one others rely on. (Good)
|
||||
6 | Victory. Winning is the real measure of a person. In the end, the only thing that matters is the scoreboard. (Evil)
|
||||
|
||||
d6 | Bond
|
||||
1 | One person in particular owes me a lot of money, and I need to keep them alive if I want to be repaid.
|
||||
2 | I'm loyal to the friend or family member who taught me how to gamble.
|
||||
3 | The person who saved me from my gambling addiction is the only reason I'm alive today.
|
||||
4 | A patron once fronted me money in exchange for a percentage of my winnings. I owe them a debt of gratitude. And a lot of cash.
|
||||
5 | A criminal syndicate I once played for isn't happy I left the game, and its enforcers are looking for me.
|
||||
6 | Urchins once helped me find marks for my games. Now I'm driven to help them escape the streets.
|
||||
|
||||
d6 | Flaw
|
||||
1 | I don't know when to quit. Especially when everyone else is telling me to.
|
||||
2 | I save my sympathy for my friends, and I have no friends.
|
||||
3 | You think we're in trouble now? Let me tell you how bad things are likely to get!
|
||||
4 | You can loan me a little, right? I've got a sure thing. I'll double your money, guaranteed.
|
||||
5 | I was once a terribly flawed person, like you. Let me tell you how you can save yourself.
|
||||
6 | I'm a great gambler. I'm just bad at math and logic.
|
||||
|
||||
</text>
|
||||
</trait>
|
||||
</background>
|
||||
<background>
|
||||
<name>Plaintiff</name>
|
||||
<proficiency>Medicine, Persuasion</proficiency>
|
||||
<trait>
|
||||
<name>Description</name>
|
||||
<text>Sure, accidents happen. But they seem to happen an awful lot when Acquisitions Incorporated operatives are on the scene. Naturally, nothing ever happens when there are no witnesses left behind. But sometimes one casualty is left a little less than dead, just waiting to discover what a lucky break that accident actually was.
|
||||
You were a victim of a legal incident that was ostensibly the fault of Acquisitions Incorporated. At least that's what the local magistrate said. But before a final ruling could be handed down, Acquisitions Incorporated offered you a job! Don't know how to swing a sword? They promised to teach you! Think you have what it takes to sling spells? They've got masters who'll have you throwing fire in no time!
|
||||
With the promise of untold treasures and realms of magic and mystery just a dungeon away, you left your old life behind. Now a world of adventure is yours. Just initial here and sign here and here. Absolve Acq Inc of all former claims, and acknowledge you understand past outcomes don't guarantee future results.
|
||||
• Skill Proficiencies: Medicine, Persuasion
|
||||
• Tool Proficiencies: One type of artisan's tools
|
||||
• Languages: Any one of your choice
|
||||
• Equipment: One set of artisan's tools, fine clothes, 20 gp
|
||||
Source: Acquisitions Incorporated p. 50</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Feature: Legalese</name>
|
||||
<text>Your experience with your local legal system has given you a firm knowledge of the ins and outs of that system. Even when the law is not on your side, you can use complex terms like ex injuria jus non oritur and cogitationis poenam nemo patitur to frighten people into thinking you know what you're talking about. With common folks who don't know any better, you might be able to intimidate or deceive to get favors or special treatment.
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Suggested Characteristics</name>
|
||||
<text>Plaintiffs come in many varieties. Some are innocent bystanders who want only fair compensation for their injuries. Others are professional courtroom operatives, going to extreme lengths to appear wronged in pursuit of a large payout.
|
||||
|
||||
d8 | Personality Trait
|
||||
1 | I can't believe I have a chance to join Acquisitions Incorporated! The fun I'm going to have!
|
||||
2 | I've been wronged my entire life, and the world owes me.
|
||||
3 | I have always tried to make the best of a bad situation.
|
||||
4 | The law doesn't protect the honest and the hard working. I'm going to do whatever needs to be done to make things right.
|
||||
5 | I'm always in the wrong place at the wrong time.
|
||||
6 | My superiors are smarter and wiser than I am. I do what I'm told.
|
||||
7 | Never pass up the opportunity to make an easy bit of coin. That's my motto.
|
||||
8 | I'm beginning to feel like the gods are not on my side.
|
||||
|
||||
|
||||
d6 | Ideal
|
||||
1 | Justice. Those who break the law need to answer for their crimes. (Lawful)
|
||||
2 | Freedom. People must have the freedom to do what they want and pursue their dreams. (Chaotic)
|
||||
3 | Greed. Everyone I see is getting theirs, so I'm surely going to get mine. (Evil)
|
||||
4 | Chaos. You're out of order! And you're out of order! This whole realm is out of order! (Chaotic)
|
||||
5 | Humility. I'm just a small part of a larger whole. So is everyone else. (Neutral)
|
||||
6 | Responsibility. We all have our roles to play. I'll hold up my end of the bargain. (Any)
|
||||
|
||||
|
||||
d6 | Bond
|
||||
1 | Others hurt in the same accident that hurt me are my new family. I'll make sure they're taken care of.
|
||||
2 | The rulers of this place were kind to me, and they have my lifelong devotion.
|
||||
3 | My parents worry about me, but I'll make them proud.
|
||||
4 | The only bond that matters is the one holding my money pouch to my belt.
|
||||
5 | The other new hires at Acquisitions Incorporated are my allies. We have each other's backs.
|
||||
6 | My legal counsel is my best friend. I owe all my forthcoming opportunities to their hard work.
|
||||
|
||||
|
||||
d6 | Flaw
|
||||
1 | The person who gains the most reward for the least effort wins.
|
||||
2 | Three magic beans for just one cow? What a deal!
|
||||
3 | I have only one vice, but it controls my life.
|
||||
4 | Sleep is for the weak. We need to keep training more if we're going to be ready for the challenges ahead.
|
||||
5 | Until my songs are sung in every tavern in this realm, I won't be satisfied.
|
||||
6 | If people find me unpleasant, that's their problem.
|
||||
|
||||
</text>
|
||||
</trait>
|
||||
</background>
|
||||
<background>
|
||||
<name>Rival Intern</name>
|
||||
<proficiency>History, Investigation</proficiency>
|
||||
<trait>
|
||||
<name>Description</name>
|
||||
<text>You were an intern at a rival of Acquisitions Incorporated, and you gained a healthy respect for not just the job and the franchising opportunities, but for the ruthless and efficient way Acquisitions Incorporated goes about its business. Why deal with the rest, when you can work for the best?
|
||||
Perhaps the rival did not treat you as well as you were hoping, or you washed out of that organization. Maybe you hope to leverage the knowledge you gained there for an advantage at Acquisitions Incorporated. Either way, you're now bringing your talents to the company, ready to put your skills to use.
|
||||
• Skill Proficiencies: History, Investigation
|
||||
• Tool Proficiencies: One type of artisan's tools
|
||||
• Languages: Any one of your choice
|
||||
• Equipment: One set of artisan's tools, a ledger from your previous employer containing a small piece of useful information, a set of fine clothes, and a belt pouch containing 10 gp
|
||||
Source: Acquisitions Incorporated p. 51</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Feature: Inside Informant</name>
|
||||
<text>You have connections to your previous employer or other groups you dealt with during your previous employment. You can communicate with your contacts, gaining information at the DM's discretion.
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Suggested Characteristics</name>
|
||||
<text>If you were happy with your previous internship, the parting of ways might have been amicable. If not, it might have involved armed guards removing you from the premises. If you were passed over at your previous position, it might have left you a blend of seething rage, practiced nonchalance, and keen knowledge of where the bodies are buried (perhaps literally).
|
||||
d8 | Personality Trait
|
||||
1 | My previous employer didn't respect me, and now I'll do whatever I can to gain respect.
|
||||
2 | The job is important, but the relationships I forge with my coworkers are even more so.
|
||||
3 | The job is everything to me. Who needs relaxation, hobbies, and a social life?
|
||||
4 | I know I'm not the best and brightest, but if I put my best self forward, I can overcome anything.
|
||||
5 | My former boss was an idiot. So was my boss before that. And before that. I'm sure those were all coincidences.
|
||||
6 | This company is so much better than my previous one. It will always be the best until they stop paying me.
|
||||
7 | I know this dagger belongs to the company, but I'm sure they won't miss it. Or this flask. Or this armor.
|
||||
8 | It's only a matter of time before I'll be upper management. I just have to kiss up to my superiors and kick down those beneath me.
|
||||
|
||||
d6 | Ideal
|
||||
1 | Advancement. Money and power can be gained more easily within an organization. I plan to gain as much as possible. (Evil)
|
||||
2 | Structure. Life goes much more smoothly when you follow the rules and work within a system. (Lawful)
|
||||
3 | Uncertainty. The more chaos that swirls around me, the more opportunities I can find to profit. (Chaotic)
|
||||
4 | Justice. I can't stand people being treated unjustly. I do whatever it takes to stop injustice and those who flout the law. (Lawful)
|
||||
5 | Pleasure. What's the use of working hard and making money if you can't enjoy the finer things in life? (Any)
|
||||
6 | Power. Money is fine, but real power means never having to say you're sorry. (Evil)
|
||||
|
||||
d6 | Bond
|
||||
1 | I have a family member in need. I consider them in everything I do.
|
||||
2 | My peers keep me grounded.
|
||||
3 | My past mistakes cost someone else dearly. I have to rectify that.
|
||||
4 | A childhood mentor put me on my current path. If I succeed, I want to repay that mentor in some way.
|
||||
5 | I value an oath of loyalty I took to a group of friends over everything else in my life.
|
||||
6 | Although I don't get along well with people, my pet means the world to me.
|
||||
|
||||
d6 | Flaw
|
||||
1 | I know what's best. Trust me.
|
||||
2 | Flaw? I have no flaws. I'm perfect.
|
||||
3 | My loyalties are... fluid.
|
||||
4 | If anything goes wrong, it must be someone else's fault. Let me explain that in detail.
|
||||
5 | There's right and there's wrong, and there's no gray area in between.
|
||||
6 | Our superiors might not like what you're doing. I'm going to have to put that in my report.
|
||||
|
||||
</text>
|
||||
</trait>
|
||||
</background>
|
||||
</compendium>
|
||||
447
FightClub5eXML/Sources/AcquisitionsIncorporated/items-ai.xml
Normal file
447
FightClub5eXML/Sources/AcquisitionsIncorporated/items-ai.xml
Normal file
@@ -0,0 +1,447 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<item>
|
||||
<name>Cartographer's Map Case</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>Map of Shortcuts: At rank 3, your map case becomes a common magic item. In addition to storing normal maps, your cartographer's map case can be used to generate a special map identifying a shortcut. You can use your action to make a DC 15 Wisdom (Perception) check, with a success revealing a map buried in your cartographer's map case noting a relevant shortcut . Your travel time is reduced by half while you follow that route. If you succeed at the check by 5 or more, the map includes notes on the terrain, granting you advantage on the next ability check you make to travel through the mapped area in the next hour. Once you use this feature, you cannot use it again until you finish a long rest.
|
||||
Map of the Moment: Starting at rank 3, you can use an action to make a DC 15 Wisdom (Perception) check and search your cartographer's map case to find a map either related to your current mission or inspiring a new one. On a success, you find a map with a prominent landmark. The map has information on the natural terrain within one mile of the landmark. Once you use this feature, you cannot use it again until dawn seven days later.
|
||||
Source: Acquisitions Incorporated p. 20</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Chronolometer</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>While attuned to this device, you have a +1 bonus to Intelligence saving throws. The first time you attune to the chronolometer, you choose one language you don't know. You subsequently know that language while attuned to the device.
|
||||
Time Bandit: At the start of your turn, roll a d6 (no action required). On a 1–3, you slow down time, gaining an additional action on your turn and doubling your speed until the end of the turn. On a 4–6, you go forward in time to warn yourself of what is to come. The next time you fail a saving throw, attack roll, or ability check, you can reroll the check and take either result. Once you use this feature of the chronolometer, it cannot be used again until the next dawn.
|
||||
Fate Swap: As a reaction when a creature you can see within 30 feet of you takes damage, that creature gains an additional action if it is the creature's turn, or can take an action immediately even though it isn't the creature's turn. Once you use this feature of the chronolometer, it cannot be used again until the next dawn.
|
||||
Part of a Whole: While this component is not installed in the Orrery of the Wanderer, its magic might function sporadically or with unpredictable side effects, as determined by the DM.
|
||||
Source: Acquisitions Incorporated p. 220</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Coin of Decisionry</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>Starting at rank 2, your coin of decisionry becomes a common magic item. When you flip the coin, it always lands with the Acquisitions Incorporated sigil face down, and a message appears on the "tails" face. Roll a d4 on the following table to determine the message.
|
||||
d4 | Decision
|
||||
1 | Lucrative
|
||||
2 | Brand Appeal
|
||||
3 | Indeterminate
|
||||
4 | Ruinous
|
||||
The coin has absolutely no divination abilities, and its results when you use it are random. But nobody else knows that. When a creature within 10 feet of you flips the coin (after having had its powerful prognostication powers dutifully explained), you can exert your will to control its operation as a bonus action, choosing the result that appears after it lands as a means of gently coercing the user toward a specific course of action. The creature flipping the coin can detect your manipulation with a successful DC 13 Wisdom (Insight) check.
|
||||
Better Odds: When you reach rank 3, your coin of decisionry gains a measure of actual divination power and becomes an uncommon magic item. In addition to its normal function, you can use an action to flip the coin of decisionry twice while pondering a specific plan or objective, noting both random results. If you succeed on a DC 15 Intelligence (Arcana) check, you learn which of the two results is more applicable to the course of action. This property of the coin can't be used again until the next dawn.
|
||||
Source: Acquisitions Incorporated p. 22</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Dimensional Loop</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>While attuned to this device, you have a +1 bonus to Strength saving throws, and you have darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet.
|
||||
Dimensional Cloak: As a bonus action, you send your body out of phase with the material world for 1 minute, granting you advantage on Dexterity (Stealth) checks made to hide, and imposing disadvantage on attack rolls against you. Once you use this feature of the dimensional loop, it cannot be used again until the next dawn.
|
||||
Fold Space: Choose a space you can see within 60 feet of you (no action required). You treat that space as if it were within 5 feet of you until the end of your turn. This allows you to move immediately to that space without provoking opportunity attacks, or to interact with objects or creatures in that space as though they were next to you (including allowing you to make melee attacks into that space). Once you use this feature of the dimensional loop, it cannot be used again until the next dawn.
|
||||
Part of a Whole: While this component is not installed in the Orrery of the Wanderer, its magic might function sporadically or with unpredictable side effects, as determined by the DM.
|
||||
Source: Acquisitions Incorporated p. 220</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Documancy Satchel</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>At rank 2, your documancy satchel becomes a common magic item, allowing you to magically send and receive documents to and from Head Office through a special pouch. Your documancy satchel magically produces prewritten and signature-ready contracts at your request, covering most common contractual needs. It also occasionally produces sticky notes printed with useful information and inspirational quotes from Head Office.
|
||||
Satchel of Holding: At rank 3, your documancy satchel gains additional features and becomes an uncommon magic item. One of the satchel's pouches now functions as a bag of holding.
|
||||
Additionally, you can use an action to draw forth from the documancy satchel a spell scroll of comprehend languages. The scroll vanishes when used, or ten minutes after it appears. This property of the bag can't be used again until the next dawn.
|
||||
Scroll Humidor: At rank 4, your documancy satchel gains additional power and becomes a rare magic item. Within the satchel, a dedicated extradimensional space can hold up to thirty documents or spell scroll. Placing a single document into the scroll humidor is an action. Drawing forth a desired scroll is a bonus action.
|
||||
Source: Acquisitions Incorporated p. 24</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Elder Cartographer's Glossography</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>When you attain rank 4, you gain a small tome that is an uncommon magic item. The elder cartographer's glossography grants advantage on Intelligence or Wisdom checks related to geographical features or locations.
|
||||
Source: Acquisitions Incorporated p. 20</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Failed Experiment Wand</name>
|
||||
<detail></detail>
|
||||
<type>WD</type>
|
||||
<weight>1</weight>
|
||||
<property></property>
|
||||
<text>This wand has 2 charges. While holding it, you can use an action to expend 1 or more of its charges to cast either a green-flamed fireball or a blue lightning bolt at random from it (save DC 15).
|
||||
For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
|
||||
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
|
||||
Source: Acquisitions Incorporated p. 162</text>
|
||||
<roll>1d6+1</roll>
|
||||
</item>
|
||||
<item>
|
||||
<name>Far Gear</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>While attuned to this device, you have a +1 bonus to Charisma saving throws, and you have advantage on Charisma (Intimidation) checks.
|
||||
Aberrant Ally: You can conjure an aberrant creature from the chaos of the multiverse to serve you. This functions as the conjure celestial spell (no concentration required), except the creature you summon is an aberration of challenge rating 4 or lower. Once you use this feature of the far gear, it cannot be used again until the next dawn.
|
||||
Unnatural Bane: You can cast the bane spell (save DC 15), which affects any number of creatures within range for 1 minute. Once you use this feature of the far gear, it cannot be used again until the next dawn.
|
||||
Part of a Whole: While this component is not installed in the Orrery of the Wanderer, its magic might function sporadically or with unpredictable side effects, as determined by the DM.
|
||||
Source: Acquisitions Incorporated p. 221</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Living Loot Satchel</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>As a rank 2 hoardsperson, you are granted the use of a living loot satchel, which is an uncommon magic item. It functions as a bag of holding and is available in a variety of colors and styles.
|
||||
Class-Based Living Loot Satchel
|
||||
Class | Satchel
|
||||
Barbarian | Broad belt with a dozen hanging pockets
|
||||
Bard | Lute case
|
||||
Cleric | Hollowed-out holy tome
|
||||
Druid | Made from natural, organic, locally sourced woven fibers
|
||||
Fighter | A thick, battle-scarred iron lockbox
|
||||
Paladin | A metal case with fine engraving and scrollwork
|
||||
Ranger | A fur-lined bindle
|
||||
Rogue | A nondescript coin pouch
|
||||
Sorcerer | A battered leather satchel, prone to spitting out multicolored sparks at the seams
|
||||
Warlock | A patchwork monster-leather satchel with a "purely decorative" fanged mouth.
|
||||
Wizard | A pocket dimension hidden up your sleeve or inside your hat
|
||||
The living loot satchel is a kind of magical being that safeguards the franchise's funds and valuables. Its innards are connected to a secure coffer within Head Office's vault in Waterdeep, to which the satchel periodically transfers the franchise's wealth. As an action, you can transfer any amount of your franchise funds back to your satchel with a successful DC 15 Dexterity (Sleight of Hand) check.
|
||||
Secret Satchel: As a rank 3 hoardsperson, your living loot satchel gets an upgrade to function as the replica chest used for the Leomund's secret chest spell, becoming a rare magic item. You can open the secret chest through your living loot satchel to deposit or withdraw items—even items that wouldn't normally fit in your satchel, but which fit within the chest. Thanks to Head Office striking deals you don't want to know about with extraplanar creatures you really don't want to know about, there is no chance for the spell to end.
|
||||
That Thing You Need: At rank 3, you can use a bonus action to reach into your living loot satchel and make a DC 15 Dexterity (Sleight of Hand) check. On a success, you draw forth an item of your choice on the Adventuring Gear table in chapter 5 of the Player's Handbook. The item must be of a size that can fit into your secret chest and be worth no more than 15 gp. Once you attempt to draw five items from your satchel, you cannot draw forth any more items until the next dawn.
|
||||
Portable Hole Satchel: At rank 4, your living loot satchel receives another upgrade, becoming a very rare magic item. The secret chest accessed by your satchel now has the storage capacity of a portable hole—6 feet in diameter and 10 feet deep. As before, you can place any appropriately sized object into the portable-hole-sized chest, even if it wouldn't normally fit into your satchel.
|
||||
That Expensive Thing You Need: Also at rank 4, when you use your That Thing You Need feature, you can requisition any item of up to 250 gp in value, as long as it would fit into the confines of your satchel's portable hole.
|
||||
Source: Acquisitions Incorporated p. 25</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Obviator's Lenses</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>Also at rank 2, you gain the use of an uncommon magic item taking the form of a pair of spectacles, a spyglass, a monocle, or any other device with one or two lenses. When you look through the obviator's lenses, you use a bonus action to make them function as eyes of minute seeing or eyes of the eagle. Once you make this choice, it cannot be changed until the next dawn.
|
||||
Enhanced Lenses: At rank 4, your obviator's lenses gain additional power and become a rare magic item. The lenses now function as both eyes of the eagle and eyes of minute seeing.
|
||||
Additionally, you can focus the power of the lenses to gain accuracy in combat, gaining advantage on a weapon attack roll (no action required). If that attack hits, roll one additional weapon damage die. This property of the lenses can't be used again until the next dawn.
|
||||
Source: Acquisitions Incorporated p. 30</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Occultant Abacus</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>Head office grants you the use of a unique item known as an occultant abacus (sometimes just referred to as an occultant), whose beads resemble tiny skulls.
|
||||
Read the Kill: Also at rank 1, your occultant abacus not only tracks your franchise's kills, it helps you determine the impact of those kills on the franchise's fate. Over a period of 1 minute, you can study a creature killed by someone in your franchise within the last 24 hours, then grant the character who slew it a d10. Once within the next hour, that character can add the d10 to an attack roll, ability check, or saving throw. If it's not clear who administered the killing blow, you grant this benefit to a random creature involved in the fight. Once you use this feature, you can't use it again until you finish a long rest.
|
||||
Eldritch Occultant: Starting at rank 2, your occultant abacus becomes an uncommon magic item that can track lives both eliminated and saved. While holding your occultant abacus within 5 feet of a creature killed within the past 24 hours, you can cast the augury spell. The course of action you inquire about with the spell does not need to have any connection to the dead creature. This property of the occultant abacus can't be used again until the next dawn.
|
||||
Bring Out Your Dead: Also at rank 2, you regain the use of your Read the Kill feature after you finish a short or long rest.
|
||||
Bead of Instant Karma: At rank 3, one of the beads on your occultant abacus channels the power of instant karma, turning the occultant abacus into a rare magic item. As a reaction, you can target one creature you can see that is about to attempt an ability check, attack roll, or saving throw, either granting advantage or imposing disadvantage on the roll. The bead crumbles to dust when used, reappearing on your occultant abacus at the next dawn.
|
||||
Bead of Diverted Karma: At rank 4, one of the beads on your occultant abacus allows you to divert karma to where it's needed, turning the occultant abacus into a very rare magic item. While the bead is unused, you know automatically when any creature you can see is about to make an ability check, attack roll, or saving throw with disadvantage. When such a roll is made, you can use a reaction to grant a d10 to a different creature you can see. That creature can add the d10 to any ability check, attack roll, or saving throw it makes within the next minute. The bead crumbles to dust when used, reappearing on your occultant abacus at the next dawn.
|
||||
Correct the Balance: As a rank 4 occultant, you learn that sometimes the death of a creature has unintended consequences. Within seven days of a creature's death, you can use your occultant abacus to divine ways to reverse or mitigate events resulting from that death. As an action, make a DC 15 Intelligence (Religion) check. On a success, you learn the relevant information based on the nature of the creature and its place in the world.
|
||||
If you fail the check, this property of the occultant abacus can't be used again until the next dawn. If you succeed on the check, this property can't be used again until dawn seven days later.
|
||||
Source: Acquisitions Incorporated p. 31</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Orrery of the Wanderer</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>This delicate and exquisitely crafted clockwork orrery features multiple geared components whose sweeping hands and dials represent the complex interplay of planar and magical realms. Standing two feet high, the orrery housing is a wondrous device imbued with magic of its own, but the power of its six clockwork components makes the artifact even more potent.
|
||||
The Orrery of the Wanderer was created by a renowned clockwork mage known only as Lottie. She crafted the relic as a means of tapping into the power of the planes, and to channel the divination and foretelling powers of the stars. But Lottie soon realized that her creation was far more powerful than she had intended. As it tapped into planar magic, the orrery began to manifest the darkness and malevolence inherent to some of the planes. Eventually, it would impress upon its owner a desire to open portals into the most cursed and dangerous worlds, including the Far Realm.
|
||||
To prevent the orrery from ever being so used, Lottie scattered the components that powered it, secreting them across the world. But the orrery's instinct for survival is strong, and its components have a way of inexorably coming together over decades or centuries, found by treasure hunters, stolen by monsters, found and stolen again—and moving closer to each other all the time.
|
||||
Random Properties. The orrery has the following randomly determined properties:
|
||||
• 2 minor beneficial properties
|
||||
• 1 major beneficial property
|
||||
• 1 major detrimental properties
|
||||
The random properties of the orrery might function only when all its components are installed, or might function sporadically if any components are missing.
|
||||
The Sum of Its Parts: Each of the six components that powers the Orrery of the Wanderer is a powerful magic relic in its own right:
|
||||
• The chronolometer
|
||||
• The dimensional loop
|
||||
• The far gear
|
||||
• The rotor of return
|
||||
• The timepiece of travel
|
||||
• The wheel of stars
|
||||
Creatures can attune to the orrery's components individually. If attuned to an individual component, a creature must hold the component to make use of its features. A creature can also attune to the orrery and all the components installed in it. Attuning to an installed component doesn't count against the number of magic items you can normally attune to.
|
||||
While a component is not installed in the orrery, its magic might function sporadically or with unpredictable side effects, as determined by the DM.
|
||||
Future Echoes: With or without its components, the orrery lets you catch momentary glimpses of the future that warn you of danger. As long as the orrery is within 30 feet of you, you gain a +1 bonus to AC.
|
||||
Into the Void: With or without its components, the attuned orrery infuses your spirit with the tumultuous energy of the planes. Over time, your alignment changes to chaotic neutral, and you are compelled to engage with and explore the most dangerous planar realms.
|
||||
Master of Travel: While all six components of the Orrery of the Wanderer are installed, the artifact has 7 charges. While touching the orrery, you can use an action and expend 1 or more charges to cast one of the following spells (save DC 17): contact other plane (3 charges), demiplane (6 charges), gate (7 charges), plane shift (5 charges), or teleportation circle (3 charges). The orrery regains 1d4 + 4 expended charges daily at dawn.
|
||||
Source: Acquisitions Incorporated p. 220</text>
|
||||
<roll>1d4+4</roll>
|
||||
</item>
|
||||
<item>
|
||||
<name>Piercer</name>
|
||||
<detail>Melee Weapon</detail>
|
||||
<type>M</type>
|
||||
<weight>2</weight>
|
||||
<property>F,L</property>
|
||||
<dmg1>1d6</dmg1>
|
||||
<dmgType>P</dmgType>
|
||||
<text>You have a +1 bonus to attack and damage rolls made with this magic weapon.
|
||||
A character attuned to the sword regains the maximum possible number of hit points from expended Hit Dice. However, the attuned character must eat twice as much food each day (a minimum of 2 pounds) to avoid exhaustion (see "The Environment" in chapter 8 of the Player's Handbook.)
|
||||
Source: Acquisitions Incorporated p. 121</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Portfolio Keeper</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>At rank 2, you gain the use of a weathered leather pouch that is an uncommon magic item. The portfolio keeper holds and organizes notes, brochures, and business cards bearing your contact information. It also has an inexhaustible supply of brochures related to your franchise's current branding scheme.
|
||||
When you meet someone for the first time, their details and a rough sketch are magically stored on a small parchment card in the portfolio keeper. You can access the details of any such stored card as a bonus action.
|
||||
Cards of Sending: At rank 3, the power of your portfolio keeper becomes more potent, making it a rare magic item. When you give out a business card stored in your portfolio keeper, you can choose to have the card allow its recipient to contact you through your sending stone as if they had cast a sending spell. A business card loses this power seven days after it has been given out, and no more than five cards can have this power at one time.
|
||||
You can also use your sending stone to cast sending and contact anyone who has one of your business cards. Once you use this feature of the stone, you cannot use it again until dawn seven days later.
|
||||
Charming Introduction: Also at rank 4, you are able to make a focused effort to keep a potential customer's attention. When you provide a humanoid with a business card from your portfolio keeper, you can cast charm person on them (save DC 15). The spell ends prematurely if the character loses the business card.
|
||||
Source: Acquisitions Incorporated p. 33</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Rotor of Return</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>While attuned to this device, you have a +1 bonus to Constitution saving throws. You periodically receive flashbacks of old memories, and you can unerringly recall any event that took place within the previous 30 days.
|
||||
Borrow Object: You name a mundane item with a value of 50 gp or less and it appears in your hand or at your feet. This can be any item that appears in chapter 5, "Equipment," of the Player's Handbook, or any similar item selected with the DM's permission. The summoned item is transported to you from somewhere else in the world, but it is generic in nature, so that you might call for a longsword but you cannot borrow a specific creature's longsword. The item vanishes 10 minutes after it appears. Once you use this feature of the rotor of return, it cannot be used again until the next dawn.
|
||||
Recall Code: As an action, you can set your current location as a point of return locked to the rotor. Anytime thereafter, you can use a bonus action to teleport to the rotor's point of return as long as you are within 500 feet of that point. Once you use the rotor of return to teleport, this feature cannot be used again until the next dawn.
|
||||
Part of a Whole: While this component is not installed in the Orrery of the Wanderer, its magic might function sporadically or with unpredictable side effects, as determined by the DM.
|
||||
Source: Acquisitions Incorporated p. 221</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Sending Stone</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>Also at rank 1, you are given use of an Acquisitions Incorporated sending stone, an uncommon magic item that resembles a gemstone in a bold setting. It functions like a normal sending stone, except that it has no matching stone and allows communication with Head Office, specific secretarians you know, and the secretarian nearest your location. You must succeed on a DC 15 Intelligence (Arcana) check to establish contact. Once the stone is successfully used, it can't be used again until the next dawn.
|
||||
Making contact with another secretarian assumes that they are in possession of their own sending stone.
|
||||
Quirks of Your Sending Stone
|
||||
d8 | quirk
|
||||
1 | It's a flip stone.
|
||||
2 | It gets great reception everywhere except in your headquarters.
|
||||
3 | It sometimes picks up other magical conversations.
|
||||
4 | It's the perfect size, shape, and weight to be used as a skipping stone.
|
||||
5 | It heats up when you use it, to the extent that it once burned through your gloves.
|
||||
6 | It has an obnoxious ringtone that you can't work out how to change.
|
||||
7 | It fails to notify you of incoming messages except for a faint pulsating glow.
|
||||
8 | It's voice activated, so that every time you talk to someone, it tries to send a message to someone else.
|
||||
Rumor Mill: Also at rank 2, whenever your franchise begins a major quest or mission, make a DC 15 Intelligence (History) check. On a success, you can learn up to three rumors related to creatures or organizations involved in the mission, which come to you through your sending stone. These rumors reflect current or historical knowledge possessed by Acquisitions Incorporated or the organization's many contacts.
|
||||
Improved Rumor Mill: At rank 3, when you use your Rumor Mill feature, the DM provides you with a sense of which parts of a particular rumor are inaccurate, if any. You do not necessarily learn the truth behind those false rumors.
|
||||
Source: Acquisitions Incorporated p. 33</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Spyglass of Clairvoyance</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>At rank 2, your Head Office-supplied spyglass becomes a common magic item. As an action, you can look through the spyglass of clairvoyance at a location within 1 mile of you that is obstructing your view, such as a mountain, castle, or forest. You must then succeed on a DC 15 Wisdom check using cartographer's tools to map the natural terrain found within three miles of that chosen point. You do not gain any knowledge of creatures, structures, or anything other than natural terrain. This property of the spyglass cannot be used again until the next dawn.
|
||||
Source: Acquisitions Incorporated p. 19</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Timepiece of Travel</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>While attuned to this device, you have a +1 bonus to Dexterity saving throws and you always know which way is north. Additionally, you can cast the longstrider spell on yourself at will.
|
||||
Turn-by-Turn Directions: You can name any location within 10 miles of your current location that is known to at least one creature also within 10 miles of that location (including you). Once you name the location, a disembodied voice heard only by you provides directions to the location by the safest, most direct route. The voice knows to avoid natural hazards, so that it does not send you through trackless wilderness or into a lake. But it has no knowledge of or ability to help you avoid monsters, enemies, traps, locked doors, and the like.
|
||||
The timepiece is of no use for reaching locations that are wholly secret or not known to any creatures within range. Once you use this feature of the timepiece of travel, it cannot be used again until the next dawn.
|
||||
Get Away From It All: As an action, you can cast the teleport spell. Once you use this feature of the timepiece of travel, it cannot be used again until the next dawn.
|
||||
Part of a Whole: While this component is not installed in the Orrery of the Wanderer, its magic might function sporadically or with unpredictable side effects, as determined by the DM.
|
||||
Source: Acquisitions Incorporated p. 221</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Travel Alchemical Kit</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>Also at rank 3, Head Office provides you with a travel alchemical kit—an uncommon magic item containing miniaturized versions of both alchemist's supplies and a poisoner's kit (glass vials, a mortar and pestle, chemicals, and a glass stirring rod). You gain proficiency with a poisoner's kit as part of this upgrade.
|
||||
You can use this magical kit as long as it is on your person, with no need to draw or stow it. If you are ever searched, finding your travel alchemical kit requires a successful DC 20 Intelligence (Investigation) or Wisdom (Insight) check.
|
||||
Source: Acquisitions Incorporated p. 30</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Trinket (Acquisitions Incorporated)</name>
|
||||
<detail>Adventuring Gear</detail>
|
||||
<type>G</type>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>Worried that you're going to pull out your dead sprite inside a clear glass bottle at a company function only to discover that three other people in the franchise have one as well? Then consider rolling on the Acquisitions Incorporated Trinkets table instead of the Trinket, to gain a unique trinket at character creation with a bit of Acq Inc flair.
|
||||
Acquisitions Incorporated Trinkets
|
||||
d100 | Trinket
|
||||
1 | A perfect skipping stone
|
||||
2 | Three weighted dice that always roll low
|
||||
3 | A locket with a picture of Jim Darkmagic
|
||||
4 | A tiny anvil and smith's hammer
|
||||
5 | A nonfunctional immovable rod
|
||||
6 | A DIY acupuncture kit
|
||||
7 | A stuffed owlbear toy
|
||||
8 | A diagram for a new war lute
|
||||
9 | A declaration of war against a nation no one has ever heard of
|
||||
10 | A pipe that emits green smoke
|
||||
11 | A glass eye
|
||||
12 | The centerpiece of a priceless chandelier
|
||||
13 | A fine cane with a secret compartment
|
||||
14 | A letter written by Rosie Beestinger
|
||||
15 | A coin that always lands on its edge
|
||||
16 | The deed and title to an abandoned windmill and three acres of tillable land that you've never been able to find
|
||||
17 | A menu from Big Daddy Donaar's Yum Yum Hut
|
||||
18 | A small purse that screams loudly when opened
|
||||
19 | A deep-crow-feather quill
|
||||
20 | A pair of breeches that always smells faintly of honey
|
||||
21 | A one-armed Viari doll (Apocalypse Dagger accessory missing)
|
||||
22 | A leather pouch filled with various finger bones of unknown provenance
|
||||
23 | The collar of your childhood pet, Nutmeg
|
||||
24 | A seashell that, when pressed to the ear, speaks in flowing rhymes
|
||||
25 | A recipe book for cooking with mushrooms
|
||||
26 | One expired coupon for "A Free Cornerstone"
|
||||
27 | A portable beehive
|
||||
28 | Goggles that literally tint everything rose colored
|
||||
29 | A wand of wonder that allows you to cast only mending
|
||||
30 | A bracelet woven from mistletoe
|
||||
31 | A curved claw from an unknown beast that small children are always frightened of
|
||||
32 | A longsword that can be folded down in 1 minute and hidden in your pocket
|
||||
33 | A living graft of what you believe to be the World Tree
|
||||
34 | A tattered scarf with the Acquisitions Incorporated logo
|
||||
35 | A box containing a torn-up letter
|
||||
36 | An old contract marked "Void"
|
||||
37 | A small pigeon in a cage
|
||||
38 | An Acquisitions Incorporated "Green Flame" foam finger
|
||||
39 | A "C" Team lunchbox
|
||||
40 | A potted plant that grows different fruit on every branch
|
||||
41 | A book of adventures for children
|
||||
42 | An Omin action figure with detachable maul and holy symbol
|
||||
43 | A pint glass engraved with a picture of a keg robot
|
||||
44 | A giant hockey puck
|
||||
45 | A miniature cannon that actually fires
|
||||
46 | A very fancy red scarf and matching handkerchief
|
||||
47 | An arrow once shot by Môrgæn
|
||||
48 | A purple worm toy
|
||||
49 | A burned doll whose eyes follow you around the room
|
||||
50 | An infinite inkwell
|
||||
51 | A band embroidered with the symbol of the Six
|
||||
52 | A squishy cactus
|
||||
53 | A velvet blindfold
|
||||
54 | A dirty figurine of a triceratops that can't be cleaned
|
||||
55 | A used (and thus nonmagical) noble knife from the Noble Knife
|
||||
56 | A quill that rotates through all the colors of the rainbow
|
||||
57 | A twenty-sided die that only rolls the number 4
|
||||
58 | A pointed hat that glows in the dark
|
||||
59 | A cup that hums when filled with water
|
||||
60 | A mug fashioned from the skull of someone else's enemy
|
||||
61 | A small glass jar containing an immortal firefly
|
||||
62 | A fake mustache made from gnome facial hair
|
||||
63 | A petrified troll finger
|
||||
64 | Half of a map
|
||||
65 | The other half of a map
|
||||
66 | An unreasonable amount of pocket lint
|
||||
67 | A dozen flyers for a local gnome food place
|
||||
68 | Omin Dran's business card
|
||||
69 | A lock of hair from a changeling
|
||||
70 | A marble that rolls uphill
|
||||
71 | A piece of parchment listing a command word for a powerful magic item
|
||||
72 | A book titled Conversational Giant
|
||||
73 | A user's manual for an apparatus of Kwalish
|
||||
74 | A signed headshot of famous bard Spice Caraway
|
||||
75 | The eye of a basilisk in a crystal box
|
||||
76 | A postcard from Ravnica
|
||||
77 | A stamp collection
|
||||
78 | A small piece of solidified smoke
|
||||
79 | A six-sided die that sometimes rolls a seven
|
||||
80 | A left-hand gauntlet
|
||||
81 | A music box that plays nursery rhymes
|
||||
82 | A locket that's bigger on the outside than the inside
|
||||
83 | A potted plant that grows hair instead of leaves
|
||||
84 | A collection of teeth
|
||||
85 | A coin whose minting date always shows three years in the future
|
||||
86 | A green drinking horn taken from a very large bull
|
||||
87 | A small book containing pressed and dried botanical samples
|
||||
88 | A hatched chimera egg
|
||||
89 | A slightly used red bandit mask
|
||||
90 | A tiny stirge encased in amber
|
||||
91 | A large bottle of Red Larch Ale that can't be opened
|
||||
92 | A cane topped with a stylized golden bulldog
|
||||
93 | A note in your own hand that you don't remember writing
|
||||
94 | A sprig of herbs from your family's garden
|
||||
95 | A tankard stolen from the Dran & Courtier
|
||||
96 | A small, severed tentacle preserved in alcohol
|
||||
97 | A walnut with a face drawn on it
|
||||
98 | A small flask of liquid from the Lake of Radiant Mists
|
||||
99 | An ice cube that never melts
|
||||
00 | An expertly carved sword hilt with the blade snapped cleanly off
|
||||
Source: Acquisitions Incorporated p. 222</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Voting Kit</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>At rank 4, your voting kit becomes a common magic item that conceals an extradimensional space. As a bonus action, you can place one tool kit that you are proficient with into the voting kit, or can remove it. No other type of object can be placed into the extradimensional space. A creature searching the voting kit finds and extracts the tool kit with a successful DC 20 Intelligence (Investigation) or Wisdom (Perception) check.
|
||||
Additionally, you can use the voting kit to cast charm person (save DC 15). This property of the kit can't be used again until the next dawn.
|
||||
Source: Acquisitions Incorporated p. 22</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Wheel of Stars</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>While attuned to this device, you have a +1 bonus to Wisdom saving throws, and you can use an action to cast the dancing lights, guidance, or message cantrips.
|
||||
Portent of the Stars: As a reaction when a creature you can see within 60 feet of you makes an attack roll, saving throw, or ability check, you make that creature roll a d10 and add or subtract the number rolled (your choice) from the roll. Once you use this feature of the wheel of stars, it cannot be used again until the next dawn.
|
||||
Alter Gravity: As an action, you can cast fly on yourself or you can cast levitate (save DC 15). Once you use this feature of the wheel of stars, it cannot be used again until the next dawn.
|
||||
Part of a Whole: While this component is not installed in the Orrery of the Wanderer, its magic might function sporadically or with unpredictable side effects, as determined by the DM.
|
||||
Source: Acquisitions Incorporated p. 222</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Whisper Jar</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>Also at rank 1, you are the beneficiary of a whisper jar—a common magic item resembling an ether-filled jar with a long tap hose. The jar is used to record others' stories and your own observations, like a verbal notebook with unlimited space. The whisper jar records as fast as a creature can speak into it, and whispers back words at the same pace they were recorded. Activating the playback of a particular recording is an action.
|
||||
Things Recorded in Your Whisper Jar
|
||||
d8 | Recording
|
||||
1 | A live recording of the only performance of the mostly forgotten stage play Tabaxi on a Hot Tin Roof
|
||||
2 | The life's work of the loremonger who owned the jar before you
|
||||
3 | Every courageous thought you've ever had, to cover for how scared you are most of the time
|
||||
4 | Everything, because everyone else around you will eat their words one day!
|
||||
5 | The top seven places to eat fried rat skewers in every settlement you've ever visited
|
||||
6 | The entire family tree of every royal line, extant or lost, in Faerûn
|
||||
7 | A moment-by-moment review of your favorite Jim Darkmagic stage performance
|
||||
8 | The sound of raucous applause, which you play back liberally
|
||||
Whispered Encyclopedia: At rank 2, your whisper jar becomes an uncommon magic item that can tap into the broader lore of Acquisitions Incorporated. As a bonus action, you ask the jar for information on a specific subject and make a DC 15 Intelligence (History) check. On a success, the jar plays back a recording on that subject, made somewhere, sometime by another Acq Inc loremonger. This property of the whisper jar can't be used again until the next dawn.
|
||||
Whispered Warnings: Also at rank 3, your whisper jar gains additional power and becomes a rare magic item. As an action, you can cause the jar to function as a wand of enemy detection, whereupon it whispers the direction to foes within range. This property of the whisper jar can't be used again until the next dawn.
|
||||
Whispered Arcana: Also at rank 4, your whisper jar gains access to even more magic. By whispering the name of one of the following spells into the jar as an action, you can cast that spell from the jar: detect evil and good, detect magic, detect poison and disease, find traps, identify, or locate animals or plants. This property of the whisper jar can't be used again until the next dawn.
|
||||
Source: Acquisitions Incorporated p. 27</text>
|
||||
</item>
|
||||
</compendium>
|
||||
55
FightClub5eXML/Sources/AcquisitionsIncorporated/races-ai.xml
Normal file
55
FightClub5eXML/Sources/AcquisitionsIncorporated/races-ai.xml
Normal file
@@ -0,0 +1,55 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<race>
|
||||
<name>Verdan</name>
|
||||
<size>M</size>
|
||||
<speed>30</speed>
|
||||
<ability>Con 1, Cha 2</ability>
|
||||
<proficiency>Persuasion</proficiency>
|
||||
<spellAbility></spellAbility>
|
||||
<trait>
|
||||
<name>Description</name>
|
||||
<text>Source: Acquisitions Incorporated p. 72</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Age</name>
|
||||
<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.
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Alignment</name>
|
||||
<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.
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Size</name>
|
||||
<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.
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Black Blood Healing</name>
|
||||
<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.
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Limited Telepathy</name>
|
||||
<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.
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Persuasive</name>
|
||||
<text>Your people's lack of history makes you trustworthy and humble. You have proficiency in the Persuasion skill.
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Telepathic Insight</name>
|
||||
<text>Your mind's connection to the world around you strengthens your will. You have advantage on all Wisdom and Charisma saving throws.
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Language</name>
|
||||
<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.
|
||||
</text>
|
||||
</trait>
|
||||
</race>
|
||||
</compendium>
|
||||
14
FightClub5eXML/Sources/AcquisitionsIncorporated/spells-ai.xml
Executable file → Normal file
14
FightClub5eXML/Sources/AcquisitionsIncorporated/spells-ai.xml
Executable file → Normal file
@@ -2,6 +2,7 @@
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<spell>
|
||||
<name>Distort Value</name>
|
||||
<classes>Bard, Sorcerer, Wizard, Warlock</classes>
|
||||
<level>1</level>
|
||||
<school>I</school>
|
||||
<ritual>NO</ritual>
|
||||
@@ -9,7 +10,6 @@
|
||||
<range>Touch</range>
|
||||
<components>V</components>
|
||||
<duration>8 hours</duration>
|
||||
<classes>Bard, Sorcerer, Wizard, Warlock</classes>
|
||||
<text>Do you need to squeeze a few more gold pieces out of a merchant as you try to sell that weird octopus statue you liberated from the chaos temple? Do you need to downplay the worth of some magical assets when the tax collector stops by? Distort value has you covered.
|
||||
You cast this spell on an object no more than 1 foot on a side, doubling the object's perceived value by adding illusory flourishes or polish to it, or reducing its perceived value by half with the help of illusory scratches, dents, and other unsightly features. Anyone examining the object can ascertain its true value with a successful Intelligence (Investigation) check against your spell save DC.
|
||||
At Higher Levels:
|
||||
@@ -18,6 +18,7 @@ Source: Acquisitions Incorporated p. 75</text>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Fast Friends</name>
|
||||
<classes>Bard, Cleric, Wizard</classes>
|
||||
<level>3</level>
|
||||
<school>EN</school>
|
||||
<ritual>NO</ritual>
|
||||
@@ -25,7 +26,6 @@ Source: Acquisitions Incorporated p. 75</text>
|
||||
<range>30 feet</range>
|
||||
<components>V</components>
|
||||
<duration>Concentration, up to 1 hour</duration>
|
||||
<classes>Bard, Cleric, Wizard</classes>
|
||||
<text>When you need to make sure something gets done, you can't rely on vague promises, sworn oaths, or binding contracts of employment. When you cast this spell, choose one humanoid within range that can see and hear you, and that can understand you. The creature must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed in this way, it undertakes to perform any services or activities you ask of it in a friendly manner, to the best of its ability.
|
||||
You can set the creature new tasks when a previous task is completed, or if you decide to end its current task. If the service or activity might cause harm to the creature, or if it conflicts with the creature's normal activities and desires, the creature can make another Wisdom saving throw to try to end the effect. This save is made with advantage if you or your companions are fighting the creature. If the activity would result in certain death for the creature, the spell ends.
|
||||
When the spell ends, the creature knows it was charmed by you.
|
||||
@@ -35,6 +35,7 @@ Source: Acquisitions Incorporated p. 75</text>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Gift of Gab</name>
|
||||
<classes>Bard, Wizard</classes>
|
||||
<level>2</level>
|
||||
<school>EN</school>
|
||||
<ritual>NO</ritual>
|
||||
@@ -42,7 +43,6 @@ Source: Acquisitions Incorporated p. 75</text>
|
||||
<range>Self</range>
|
||||
<components>V, S, R</components>
|
||||
<duration>Instantaneous</duration>
|
||||
<classes>Bard, Wizard</classes>
|
||||
<text>When I met Jim Darkmagic, I wondered how he got anything done in that outfit. I have since learned that most of his talents involve standing and talking. His outfit is perfect for that.
|
||||
Jim Darkmagic is said to have invented this spell, originally calling it I said what?! Have you ever been talking to the local monarch and accidentally mentioned how their son looks like your favorite hog from when you were growing up on the family farm? We've all been there! But rather than being beheaded for an honest slip of the tongue, you can pretend it never happened—by ensuring that no one knows it happened.
|
||||
When you cast this spell, you skillfully reshape the memories of listeners in your immediate area, so that each creature of your choice within 5 feet of you forgets everything you said within the last 6 seconds. Those creatures then remember that you actually said the words you speak as the verbal component of the spell.
|
||||
@@ -50,6 +50,7 @@ Source: Acquisitions Incorporated p. 76</text>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Incite Greed</name>
|
||||
<classes>Cleric, Wizard, Warlock</classes>
|
||||
<level>3</level>
|
||||
<school>EN</school>
|
||||
<ritual>NO</ritual>
|
||||
@@ -57,13 +58,13 @@ Source: Acquisitions Incorporated p. 76</text>
|
||||
<range>30 feet</range>
|
||||
<components>V, S, M (a gem worth at least 50 gp)</components>
|
||||
<duration>Concentration, up to 1 minute</duration>
|
||||
<classes>Cleric, Wizard, Warlock</classes>
|
||||
<text>When you cast this spell, you present the gem used as the material component and choose any number of creatures within range that can see you. Each target must succeed on a Wisdom saving throw or be charmed by you until the spell ends, or until you or your companions do anything harmful to it. While charmed in this way, a creature can do nothing but use its movement to approach you in a safe manner. While an affected creature is within 5 feet of you, it cannot move, but simply stares greedily at the gem you present.
|
||||
At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.
|
||||
Source: Acquisitions Incorporated p. 76</text>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Jim's Glowing Coin</name>
|
||||
<classes>Wizard</classes>
|
||||
<level>2</level>
|
||||
<school>EN</school>
|
||||
<ritual>NO</ritual>
|
||||
@@ -71,12 +72,12 @@ Source: Acquisitions Incorporated p. 76</text>
|
||||
<range>60 feet</range>
|
||||
<components>S, M (a coin), R</components>
|
||||
<duration>1 minute</duration>
|
||||
<classes>Wizard</classes>
|
||||
<text>Of the many tactics employed by master magician and renowned adventurer Jim Darkmagic, the old glowing coin trick is a time-honored classic. When you cast the spell, you hurl the coin that is the spell's material component to any spot within range. The coin lights up as if under the effect of a light spell. Each creature of your choice that you can see within 30 feet of the coin must succeed on a Wisdom saving throw or be distracted for the duration. While distracted, a creature has disadvantage on Wisdom (Perception) checks and initiative rolls.
|
||||
Source: Acquisitions Incorporated p. 76</text>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Jim's Magic Missile</name>
|
||||
<classes>Wizard</classes>
|
||||
<level>1</level>
|
||||
<school>EV</school>
|
||||
<ritual>NO</ritual>
|
||||
@@ -84,7 +85,6 @@ Source: Acquisitions Incorporated p. 76</text>
|
||||
<range>120 feet</range>
|
||||
<components>V, S, R</components>
|
||||
<duration>Instantaneous</duration>
|
||||
<classes>Wizard</classes>
|
||||
<text>Jim's magic missile is an ancient and powerful spell, as well as being the name of my band in Wizard Academy.
|
||||
Any apprentice wizard can cast a boring old magic missile. Sure, it always strikes its target. Yawn. Do away with the drudgery of your grandfather's magic with this improved version of the spell, as used by Jim Darkmagic!
|
||||
You create three twisting, whistling, hypoallergenic, gluten-free darts of magical force. Each dart targets a creature of your choice that you can see within range. Make a ranged spell attack for each missile. On a hit, a missile deals 2d4 force damage to its target.
|
||||
@@ -97,6 +97,7 @@ Source: Acquisitions Incorporated p. 76</text>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Motivational Speech</name>
|
||||
<classes>Bard, Cleric</classes>
|
||||
<level>3</level>
|
||||
<school>EN</school>
|
||||
<ritual>NO</ritual>
|
||||
@@ -104,7 +105,6 @@ Source: Acquisitions Incorporated p. 76</text>
|
||||
<range>60 feet</range>
|
||||
<components>V</components>
|
||||
<duration>1 hour</duration>
|
||||
<classes>Bard, Cleric</classes>
|
||||
<text>I once heard a motivational speech by Jim and it was the worst ninety seconds of my life. What does Omin see in him, anyway?
|
||||
You address allies, staff, or innocent bystanders to exhort and inspire them to greatness, whether they have anything to get excited about or not. Choose up to five creatures within range that can hear you. For the duration, each affected creature gains 5 temporary hit points and has advantage on Wisdom saving throws. If an affected creature is hit by an attack, it has advantage on the next attack roll it makes. Once an affected creature loses the temporary hit points granted by this spell, the spell ends for that creature.
|
||||
At Higher Levels:
|
||||
|
||||
166
FightClub5eXML/Sources/AcquisitionsIncorporated/vehicles-ai.xml
Normal file
166
FightClub5eXML/Sources/AcquisitionsIncorporated/vehicles-ai.xml
Normal file
@@ -0,0 +1,166 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<monster>
|
||||
<name>Battle Balloon</name>
|
||||
<size>G</size>
|
||||
<type>vehicle (80 ft. x 20 ft.)</type>
|
||||
<alignment>Unaligned</alignment>
|
||||
<ac>15</ac>
|
||||
<hp>500</hp>
|
||||
<speed>9 miles per hour (216 miles per day)</speed>
|
||||
<str>18</str>
|
||||
<dex>17</dex>
|
||||
<con>20</con>
|
||||
<int>0</int>
|
||||
<wis>0</wis>
|
||||
<cha>0</cha>
|
||||
<save></save>
|
||||
<skill></skill>
|
||||
<languages></languages>
|
||||
<cr></cr>
|
||||
<resist></resist>
|
||||
<immune>poison, psychic</immune>
|
||||
<vulnerable></vulnerable>
|
||||
<conditionImmune>blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious</conditionImmune>
|
||||
<senses></senses>
|
||||
<trait>
|
||||
<name>Hit Points</name>
|
||||
<text>500</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Hull:</name>
|
||||
<text>Armor Class: 15</text>
|
||||
<text>Hit Points: 500 (damage threshold 15)</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Control:</name>
|
||||
<text>Helm</text>
|
||||
<text>Armor Class: 18</text>
|
||||
<text>Hit Points: 50</text>
|
||||
<text>Move up to the speed of the ship's propeller, with one 90-degree turn. If the helm is destroyed, the ship can't turn.</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Control:</name>
|
||||
<text>Balloon</text>
|
||||
<text>Armor Class: 12</text>
|
||||
<text>Hit Points: 75</text>
|
||||
<text>If its balloon is destroyed, a battle balloon cannot maintain altitude.</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Movement:</name>
|
||||
<text>Propeller</text>
|
||||
<text>Armor Class: 12</text>
|
||||
<text>Hit Points: 100; -5 ft. speed per 25 damage taken</text>
|
||||
</trait>
|
||||
<action>
|
||||
<text>On its turn the battle balloon can take 3 actions if it has twenty or more crew, 2 actions if it has ten or more crew, or 1 action if it has fewer than ten crew, choosing from the options below. It cannot take any actions if it has no remaining crew.</text>
|
||||
<text>• Fire Ballista. The battle balloon can fire its harpoon guns.</text>
|
||||
<text>• Fire Green Flame Arbalester. The battle balloon can fire its green flame arbalester.</text>
|
||||
<text>• Move. The battle balloon can use its helm to move using its propeller. If the battle balloon enters a Large or smaller creature's space, that creature is automatically pushed to the edge of the battle balloon's space. The creature must also succeed on a DC 15 Dexterity saving throw or take 5 (1d10) bludgeoning damage.</text>
|
||||
<attack>||1d10</attack>
|
||||
<text>• Harpoon Haul. The battle balloon can pull each target grappled by it up to 30 feet toward the battle balloon.</text>
|
||||
</action>
|
||||
<action>
|
||||
<name>Weapons:</name>
|
||||
<text>Green Flame Arbalester</text>
|
||||
<text>Armor Class: 15</text>
|
||||
<text>Hit Points: 75</text>
|
||||
<text>Ranged Weapon Attack: +8 to hit, range 200/800 ft. (can't hit targets within 60 ft. of it) one target. 16 (3d10) piercing damage and 22 (4d10) fire damage. If the attack misses, the DM determines where the arbalester bolt hits. Each creature within 10 feet of that spot must make a DC 15 Dexterity saving throw to avoid the bolt as it shatters, taking 5 (1d10) piercing damage and 5 (1d10) fire damage on a failed save.</text>
|
||||
<attack>Weapons:|+8|3d10</attack>
|
||||
<attack>Weapons:||1d10</attack>
|
||||
</action>
|
||||
<action>
|
||||
<name>Weapons:</name>
|
||||
<text>Harpoon Gun (3)</text>
|
||||
<text>Armor Class: 15</text>
|
||||
<text>Hit Points: 50 each</text>
|
||||
<text>Ranged Weapon Attack: +8 to hit, range 120/480 ft., one target. 11 (2d10) piercing damage, and the target is grappled (escape DC 16). Until the grapple ends, the target's speed is halved, and it can't move farther away from the battle balloon. Each of the battle balloon's harpoon guns can grapple one target. While it has one or more targets grappled with its harpoon gun attack, the battle balloon's speed is not halved.</text>
|
||||
<attack>Weapons:|+8|2d10</attack>
|
||||
</action>
|
||||
<description>Through the winter clouds that surround the castle on this desolate hill, you see a shape emerge. Something so gigantic, you can't believe it can actually fly.
|
||||
Airships are relatively rare in Acquisitions Incorporated, which is thought to hold no more than five in its fleet. But the unparalleled usefulness of these craft in commerce—and in combat—makes the company-standard battle balloon a much-coveted upgrade for any franchise.
|
||||
Origins and Operations. Professional secrecy and aggressive marketing make it unclear where the airship originated. Some say battle balloons were an original design created by the Heuristic Arcane Research and Development department of Acquisitions Incorporated. But the wizards of Halruaa developed similar skyships in ages past, and the Cult of the Dragon has been seen with flying ships of its own. Still, among the small number of factions and organizations known to possess or build airships, Acquisitions Incorporated might be the best known for its high-profile aerial escapades. It's certain that neither the mages of Halruaa nor the members of the Cult of the Dragon ever crewed a battle balloon with keg robots, or used one to squash a tyrannosaurus flat.
|
||||
The Hard Cloud.
|
||||
------
|
||||
The Hard Cloud is Acquisitions Incorporated's company flagship, and as such, bears special note. The great battle balloon bristles with armaments, including a vicious dragon-slaying spear at the fore that has seen use more than once. The Hard Cloud is a veteran of numerous combat operations, and it has so far come out in one piece. Beyond the tales told of the vessel's exploits, rumors abound regarding the wondrous vehicle. Is it powered by a bound efreeti, as some have said? Does the hold contain clones of every high-ranking member of Acquisitions Incorporated, including Omin Dran himself? Does the mess, in fact, employ a terrifying ghostly chef? The answers lie below decks, where few have had the opportunity to learn the truth.
|
||||
------
|
||||
Flying Battle Vehicle. The standard design of an Acquisitions Incorporated-grade airship features an enormous balloon covered in a rope net. Trailing lines connect the balloon to the vessel of metal and wood suspended below. In the center of the deck, directly below the balloon, sits a large magic furnace, whose formidable lifting power is rumored to involve trapped elementals. The airship's captain controls the arcane furnace and directs forward thrust by way of a propeller located at the back of the ship, helming the craft with a wheel positioned in the bow. Metal runners below the ship allow a battle balloon to land on the ground.
|
||||
Options and Armaments. Each franchise or organization customizes the offensive capability of its airships, but most battle balloons feature multiple harpoon guns, perfect for fighting and snaring aerial threats. Battle balloons that see a lot of combat are typically well stocked with other ranged weapons and polearms for ship-to-ship and crew-to-crew fighting.
|
||||
Whether privately financed or loaned out by Head Office under extraordinarily cautious terms, battle balloons can be customized with unique equipment—different siege weapons, lifting and cargo gear, and so forth—to make each airship unique. However, the most potent weapon featured on most Acquisitions Incorporated battle balloons is the green flame arbalester, a massive ballista whose bolts pulse with arcane power and detonate with formidable explosive force wherever they hit.
|
||||
Vehicle Rules.
|
||||
------
|
||||
Battle balloons and mechanical beholders are vehicles, and as such, they have special rules associated with them. Most pertinently, a vehicle has the six ability scores (Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma) and the corresponding modifiers. The Strength of a vehicle expresses its size and weight. Dexterity represents its ease of handling. A vehicle's Constitution covers its durability and the quality of its construction. Vehicles usually have a score of 0 in Intelligence, Wisdom, and Charisma. If a vehicle has a 0 in a score, it automatically fails any ability check or saving throw that uses that score. How a vehicle is crewed and what actions it can take on its turn are described in the stat block for the vehicle.
|
||||
------
|
||||
Mobile Franchise Headquarters. A battle balloon is perhaps the most sought-after of the mobile headquarters options available to Acquisitions Incorporated franchises. The versatility of an airship allows for the rapid shipping of goods, mercenaries, and loot. Such a vessel also allows a quick escape from sticky developments and deals gone bad.
|
||||
Source: Acquisitions Incorporated p. 218</description>
|
||||
<environment></environment>
|
||||
</monster>
|
||||
<monster>
|
||||
<name>Mechanical Beholder</name>
|
||||
<size>H</size>
|
||||
<type>vehicle (15 ft. x 15 ft.)</type>
|
||||
<alignment>Unaligned</alignment>
|
||||
<ac>18</ac>
|
||||
<hp>200</hp>
|
||||
<speed>3 miles per hour (72 miles per day)</speed>
|
||||
<str>18</str>
|
||||
<dex>12</dex>
|
||||
<con>18</con>
|
||||
<int>0</int>
|
||||
<wis>0</wis>
|
||||
<cha>0</cha>
|
||||
<save></save>
|
||||
<skill></skill>
|
||||
<languages></languages>
|
||||
<cr></cr>
|
||||
<resist></resist>
|
||||
<immune>poison, psychic</immune>
|
||||
<vulnerable></vulnerable>
|
||||
<conditionImmune>blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious</conditionImmune>
|
||||
<senses></senses>
|
||||
<trait>
|
||||
<name>Hit Points</name>
|
||||
<text>200</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Hull:</name>
|
||||
<text>Armor Class: 18</text>
|
||||
<text>Hit Points: 200 (damage threshold 10)</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Control:</name>
|
||||
<text>Helm</text>
|
||||
<text>Armor Class: 16</text>
|
||||
<text>Hit Points: 25</text>
|
||||
<text>Move up to the speed of the ship's magical propulsion unit, with one 90-degree turn. The helm can be attacked only if the hull has taken 100 or more damage. If the helm is destroyed, the mechanical beholder can't move.</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Movement:</name>
|
||||
<text>Magical Propulsion Unit</text>
|
||||
<text>Armor Class: 16</text>
|
||||
<text>Hit Points: 100; -5 ft. speed per 25 damage taken</text>
|
||||
</trait>
|
||||
<action>
|
||||
<text>On its turn the mechanical beholder can take 1 action. It cannot take any actions if it has no crew.</text>
|
||||
<text>• Eye Rays. The mechanical beholder can use its eye ray tentacles.</text>
|
||||
<text>• Move. The mechanical beholder can use its helm to move using its magical propulsion unit.</text>
|
||||
</action>
|
||||
<action>
|
||||
<name>Weapons:</name>
|
||||
<text>Eye Ray Tentacles (6)</text>
|
||||
<text>Armor Class: 14</text>
|
||||
<text>Hit Points: 50 each</text>
|
||||
<text>g The mechanical beholder shoots the following magical eye rays at up to three targets that would be visible to the crew and are within 120 feet of it.</text>
|
||||
<text>• Disintegration Ray. If the target is a creature, it must succeed on a DC 15 Dexterity saving throw or take 18 (4d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust. If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it.</text>
|
||||
<attack>Weapons:||4d8</attack>
|
||||
<text>• Enervation Ray. The targeted creature must make a DC 15 Constitution saving throw, taking 18 (4d8) necrotic damage on a failed save, or half as much damage on a successful one.</text>
|
||||
<attack>Weapons:||4d8</attack>
|
||||
<text>• Paralyzing Ray. The targeted creature must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
|
||||
</action>
|
||||
<description>When you hear the mechanical beholder click to life, it sounds like death itself snapping its fingers.
|
||||
A mechanical beholder takes the form of an oversized eye tyrant whose central eye is a viewport window. Part conveyance, part laboratory, and part siege engine, the vehicle can transport up to six humanoids through any terrain or medium, including underwater and through solid stone. A complex and often dangerous manipulation of gears, levers, and buttons controlled the original mechanical beholders, but more recent models feature magical controls that respond to voice commands—though not always accurately.
|
||||
Equipment and Options. The mechanical beholder can be outfitted with a variety of sensors, probes, and gauges, allowing for functions as varied as determining alchemical composition, picking up on magical auras, or making masterfully dry martinis. Its range of armaments includes a disintegration ray modeled after that of its monstrous namesake (which for reasons of liability is advertised as being designed exclusively for waste removal). Portholes and hatches allow characters inside the beholder to make ranged and magical attacks from within it.
|
||||
Source: Acquisitions Incorporated p. 219</description>
|
||||
<environment></environment>
|
||||
</monster>
|
||||
</compendium>
|
||||
50
FightClub5eXML/Sources/AdventureWithMuk/races-awm.xml
Normal file
50
FightClub5eXML/Sources/AdventureWithMuk/races-awm.xml
Normal file
@@ -0,0 +1,50 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<race>
|
||||
<name>Goblin (Dankwood)</name>
|
||||
<size>S</size>
|
||||
<speed>30</speed>
|
||||
<ability>Dex 2, Con 1</ability>
|
||||
<proficiency></proficiency>
|
||||
<spellAbility></spellAbility>
|
||||
<trait>
|
||||
<name>Description</name>
|
||||
<text>Source: Adventure with Muk p. 35, 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>Dankwood goblins are typically neutral or neutral good, though some mischievous dankwood goblins are chaotic neutral.
|
||||
</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>Speak with Small Beasts</name>
|
||||
<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.
|
||||
</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>
|
||||
</compendium>
|
||||
455
FightClub5eXML/Sources/AdventurersLeague/backgrounds-al-cos.xml
Normal file
455
FightClub5eXML/Sources/AdventurersLeague/backgrounds-al-cos.xml
Normal file
@@ -0,0 +1,455 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<background>
|
||||
<name>Black Fist Double Agent</name>
|
||||
<proficiency>Deception, Insight</proficiency>
|
||||
<trait>
|
||||
<name>Description</name>
|
||||
<text>You are an informant for the Tears of Virulence who now lord over Phlan, but are also a double agent for original town guard of Phlan, the Black Fists. For the Tears you've been tasked with ferreting out the secrets of Phlan's criminal underworld, insurgency, and the common peoples of Phlan. In exchange for reporting on the activities of dissenters, criminals, and other rebel elements, the Tears of Virulence leave you alone to conduct your affairs in peace.
|
||||
In reality you work for the deposed Black Fists, sharing misinformation with the Tears of Virulence that often helps the Black Fists and other Phlan insurgents. Since the evacuation of Phlan, you are even busier today than you ever were previously, as the number of dissenters among the refugees grows daily, while you are afforded many opportunities to spy on the peoples of Mulmaster and Elventree, to the pleasure of your contact(s) within the Tears of Virulence.
|
||||
• Skill Proficiencies: Deception, Insight
|
||||
• Tool Proficiencies: Disguise kit, and one type of artisan's tools or gaming set
|
||||
• Equipment: Disguise kit, common clothes, a Tears of Virulence emblem, a writ of free agency signed by the Lord Regent, a set of artisan's tools or gaming set you are proficient with, and a pouch with 15 gp (payment for services rendered).
|
||||
Source: Adventurers League: Curse Of Strahd p. 2</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Lifestyle</name>
|
||||
<text>Moderate
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Overview</name>
|
||||
<text>You are an informant for the Tears of Virulence who now lord over Phlan, but are also a double agent for original town guard of Phlan, the Black Fists. For the Tears you've been tasked with ferreting out the secrets of Phlan's criminal underworld, insurgency, and the common peoples of Phlan. In exchange for reporting on the activities of dissenters, criminals, and other rebel elements, the Tears of Virulence leave you alone to conduct your affairs in peace.
|
||||
In reality you work for the deposed Black Fists, sharing misinformation with the Tears of Virulence that often helps the Black Fists and other Phlan insurgents.
|
||||
Since the evacuation of Phlan, you are even busier today than you ever were previously, as the number of dissenters among the refugees grows daily, while you are afforded many opportunities to spy on the peoples of Mulmaster and Elventree, to the pleasure of your contact(s) within the Tears of Virulence.
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Feature: Double Agent</name>
|
||||
<text>You have a reliable and trusty contact within the Tears of Virulence garrison in Phlan to whom you pass information and secrets. In exchange, you can get away with minor criminal offenses within the town of Phlan. In addition, your Black Fists contacts can help you secure an audience with the Lord Regent, the Lord Sage, members of the Black Fists, or deposed nobles and authority figures who are sympathetic to the Phlan refugees and insurgents. Note: This feature is a variant of the Noble feature.
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Suggested Characteristics</name>
|
||||
<text>d8 | Personality Trait
|
||||
1 | People are only as trustworthy as you are valuable to them. Always strive to be the most valuable person around.
|
||||
2 | My eloquence and sophistication are tools I use to avoid arousing suspicion myself.
|
||||
3 | I am a thrill-seeker, excited by covert and dangerous missions.
|
||||
4 | I live by my wits and always check every lock twice, just to be certain.
|
||||
5 | I never admit to my mistakes lest they be used against me.
|
||||
6 | I take every effort to be unnoticeable and blend into the crowd. Passersby rarely give me a second look.
|
||||
7 | I am prepared for any eventuality; including the day my usefulness as a spy comes to an end.
|
||||
8 | I always make certain to know my enemy before acting, lest I bite off more than I can chew.
|
||||
|
||||
d6 | Ideal
|
||||
1 | Suspicious. In my experience, everybody has something to hide, and what they hide can usually hurt me. (Any)
|
||||
2 | Secretive. I trade in secrets, and am not about to let any of mine slip. (Any)
|
||||
3 | Hedonist. Life is short. I live my life to the fullest, as I know any day could be my last. (Chaotic)
|
||||
4 | Selfless. I use my position to help the downtrodden avoid persecution from the authorities. (Good)
|
||||
5 | Patriotic. I am a loyal supporter of Phlan and its leaders, and see my role as a solemn duty and necessary evil to prevent anarchy. (Lawful)
|
||||
6 | Manipulative. I use my knowledge to blackmail and manipulate others to my own benefit. (Evil)
|
||||
|
||||
d6 | Bond
|
||||
1 | I was framed for a crime I did not commit, and seek to bring the true culprit to justice.
|
||||
2 | I am a part of an underground network that smuggles innocent civilians out of the city prior to being raided by the authorities.
|
||||
3 | I miss the glory days of Phlan, before the coming of the dragon.
|
||||
4 | I seek to prove myself worthy of joining the Black Fist as a member of their order.
|
||||
5 | My sister was killed by a Tear of Virulence, and now I feed them false information whenever possible.
|
||||
6 | My family was wrongly imprisoned, and I act as an informant in order to secure their release.
|
||||
|
||||
d6 | Flaw
|
||||
1 | I think too highly of myself, and have an exaggerated sense of self-importance.
|
||||
2 | I have difficulty trusting strangers. I see spies and informants everywhere.
|
||||
3 | Years of getting away with minor crimes has left me believing that I am above the law, and have diplomatic immunity above my station.
|
||||
4 | Years of seeing innocent people suffer have left me despondent and pessimistic for the future.
|
||||
5 | My desire for vengeance often gets me into trouble.
|
||||
6 | I am spendthrift, and share my wealth with the patrons of my favorite tavern.
|
||||
|
||||
</text>
|
||||
</trait>
|
||||
</background>
|
||||
<background>
|
||||
<name>Dragon Casualty</name>
|
||||
<proficiency>Intimidation, Survival</proficiency>
|
||||
<trait>
|
||||
<name>Description</name>
|
||||
<text>When the Maimed Virulence descended upon Phlan, you were one of the unfortunate casualties of war. Captured during the initial assault, you have spent the last year of your life as a plaything of a capricious and malevolent overlord. While many of your fellow prisoners fell to the dragon's insatiable fury over the coming months, you and your fellow "survivors" were spared only for a worse fate as one of the dragon's magical experiments, leaving you and those who survived the torture scarred and disfigured.
|
||||
What reasons the dragon had for releasing you few survivors, nobody knows. You only fear that those who died under his terrible claw were the lucky ones, and you and your fellow Dragonscarred are doomed for a fate worse than death.
|
||||
• Skill Proficiencies: Intimidation, Survival
|
||||
• Tool Proficiencies: Special (see origin below)
|
||||
• Language: Draconic
|
||||
• Equipment: A dagger, tattered rags, a loaf of moldy bread, a small cast-off scale belonging to Vorgansharax—the Maimed Virulence, and a pouch with 5 gp of various coins (salvaged during your escape from Phlan).
|
||||
Source: Adventurers League: Curse Of Strahd p. 3</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Lifestyle</name>
|
||||
<text>Wretched
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Overview</name>
|
||||
<text>When the Maimed Virulence descended upon Phlan, you were one of the unfortunate casualties of war. Captured during the initial assault, you have spent the last year of your life as a plaything of a capricious and malevolent overlord.
|
||||
While many of your fellow prisoners fell to the dragon's insatiable fury over the coming months, you and your fellow "survivors" were spared only for a worse fate as one of the dragon's magical experiments, leaving you and those who survived the torture scarred and disfigured.
|
||||
What reasons the dragon had for releasing you few survivors, nobody knows. You only fear that those who died under his terrible claw were the lucky ones, and you and your fellow Dragonscarred are doomed for a fate worse than death.
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Origin</name>
|
||||
<text>Prior to the coordinated attack by the Maimed Virulence and her rebel Black Fist supporters, you were once a citizen or visitor to Phlan. While the trauma of your recent ordeal has greatly altered your motivations and perception of the world, your former life still clings to you and colors your mannerisms, behaviors, and outlook on life. Choose one entry on the following table (or roll randomly) to determine your former occupation prior to your incarceration and torture. Your choice determines your tool proficiency from this background.
|
||||
d8 | Origin (Occupation) | Tool Proficiency
|
||||
1 | Dockworker/Fisherman | Vehicles (water)
|
||||
2 | Tradesperson/Merchant | Artisan's tools
|
||||
3 | Black Fist Soldier | Gaming set or Vehicles (land)
|
||||
4 | Adventurer/Visitor | Vehicles (land)
|
||||
5 | Entertainer | Musical Instrument
|
||||
6 | Scholar/Healer | Alchemist's Supplies or Herbalism kit
|
||||
7 | Criminal | thieves' tools, forgery kit, or Disguise kit
|
||||
8 | Unskilled Laborer | Gaming set
|
||||
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Feature: Dragonscarred</name>
|
||||
<text>Over a period of several months you were subject to magical and mundane torture at the claws of Vorgansharaxse and his minions. These experiments have left you horribly disfigured but mark you as a survivor of the Maimed Virulence. This affords you a measure of fame and notoriety, for those who know of your harrowing ordeal are keen to hear the tale personally but makes it difficult to disguise your appearance and hide from prying eyes.
|
||||
You can parlay this attention into access to people and places you might not otherwise have, for you and your companions. Nobles, scholars, mages, and those who seek to ferret out the secrets of the Maimed Virulence would all be keen to hear your tale of survival, and learn what secrets (if any) you might possess, and/or study your affliction with great interest. However, you fear that your afflictions are not completely mundane and that the Maimed Virulence may as yet have some nefarious reason for allowing your escape, as your scars burn with acidic fury and seem to writhe beneath your skin at times. Note: This feature is a variant of the Far Traveler feature.
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Disfigurement (Optional)</name>
|
||||
<text>In addition to extensive scarring, you may choose one of the following options to represent your disfigurement. This disfigurement is purely cosmetic, misshapen, and horrific to look upon.
|
||||
d8 | Disfigurement
|
||||
1 | Small non-functional wing(s).
|
||||
2 | Misshapen, wing-like membranes along one or both arms.
|
||||
3 | Elongated, claw-like hand(s).
|
||||
4 | Elongated, claw-like feet.
|
||||
5 | Painful green scales randomly embedded in skin.
|
||||
6 | Bulbous, reptilian eye(s).
|
||||
7 | Enlarged dorsal spines.
|
||||
8 | Hair replaced with small irregular spines.
|
||||
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Suggested Characteristics</name>
|
||||
<text>d8 | Personality Trait
|
||||
1 | I am driven to escape my past, and rarely stay in one place long.
|
||||
2 | I know secrets of the Maimed Virulence, but fear the harm that may befall me should others learn them.
|
||||
3 | Speaking of my ordeal helps sooth the still open wounds in my soul.
|
||||
4 | My former life is meaningless, and was ripped to shreds by the claws of Vorgansharax. All that matters now is what I do with the future.
|
||||
5 | I have faced the worst a dragon can deliver and survived. I am fearless, and my resolve unshakable.
|
||||
6 | I am haunted my tortured past, and wake at night screaming at half-remembered horrors.
|
||||
7 | I sleep with my back to a wall or tree, and a weapon within arm's reach.
|
||||
8 | I am slow to trust, but incredibly loyal to those who have earned it.
|
||||
|
||||
d6 | Ideal
|
||||
1 | Survivor. No matter the cost, I will take any action necessary to survive. (Any)
|
||||
2 | Independence. When in trouble, the only person I can rely on is myself. (Chaotic)
|
||||
3 | Compassionate. I have suffered long at the hands of a Dragon, and take pity and compassion on the suffering of others. (Good)
|
||||
4 | Secretive. I am withdrawn, and hide my monstrous appearance for fear of drawing unwanted attention. (Chaotic)
|
||||
5 | Justice. I have been wronged, and will not allow the same fate to befall others. (Lawful)
|
||||
6 | Sycophant. During my ordeal, I became a willing servant of the Maimed Virulence, and spy on his behalf. (Evil)
|
||||
|
||||
d6 | Bond
|
||||
1 | I have sworn vengeance on the Maimed Virulence and those that follow him.
|
||||
2 | I long to reunite with friends and family who may dwell among the Phlan Refugees, and protect them.
|
||||
3 | While a prisoner of the Maimed Virulence, I overheard rumors of an item or treasure the Dragon seeks. I will have that treasure for myself!
|
||||
4 | I seek to reclaim and rebuild my former life to the best of my ability.
|
||||
5 | I have been reborn as a child of Vorgansharax. I will claim my birthright as his chosen heir and successor.
|
||||
6 | I attribute my survival to the work of the divine, and seek to prove myself worthy of the honor.
|
||||
|
||||
d6 | Flaw
|
||||
1 | I have been touched with dragon-greed, and have a lust for wealth which can never be satisfied.
|
||||
2 | I secretly believe others are plotting to harm me.
|
||||
3 | I no longer enjoy the simple pleasures in life. Food is but ashes and bile in my throat.
|
||||
4 | Anyone who refuses to celebrate my celebrity does not deserve my company.
|
||||
5 | I am paranoid and overly suspicious of others. Anyone may be an agent of the Maimed Virulence.
|
||||
6 | Once I make up my mind, I follow my chosen course of action regardless of the consequences.
|
||||
|
||||
</text>
|
||||
</trait>
|
||||
</background>
|
||||
<background>
|
||||
<name>Iron Route Bandit</name>
|
||||
<proficiency>Animal Handling, Stealth</proficiency>
|
||||
<trait>
|
||||
<name>Description</name>
|
||||
<text>The Iron Route, once the primary trade route between Phlan and Zhentil Keep, used to be a site of extensive banditry until the Phlan's recent occupation. Your time as an erstwhile bandit has given you plenty of experience in the saddle and a knack for acquiring and appraising other people's mounts, pets, and vehicles among other things. This particular set of skills has become very lucrative for you by working for the underground as a horse thief for a local guild of thieves and other shadowy organizations.
|
||||
• Skill Proficiencies: Animal Handling, Stealth
|
||||
• Tool Proficiencies: One type of gaming set, vehicles (land)
|
||||
• Equipment: A set of dark common clothes, pack saddle, burglar's pack, and a belt pouch containing 5 gp
|
||||
Source: Adventurers League: Curse Of Strahd p. 5</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Lifestyle</name>
|
||||
<text>Poor
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Overview</name>
|
||||
<text>The Iron Route, once the primary trade route between Phlan and Zhentil Keep, used to be a site of extensive banditry until the Phlan's recent occupation. Your time as an erstwhile bandit has given you plenty of experience in the saddle and a knack for acquiring and appraising other people's mounts, pets, and vehicles among other things. This particular set of skills has become very lucrative for you by working for the underground as a horse thief for a local guild of thieves and other shadowy organizations.
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Feature: Black-Market Breeder</name>
|
||||
<text>You know how to find people who are always looking for stolen animals & vehicles, whether to provide for animal pit fights, or to supply some desperate rogues the means to get away faster on mounts during an illegal job. This contact not only provides you with information of what such animals & vehicles are in high demand in the area, but also offer to give you favors and information (DM choice) if you bring such animals & vehicles to them. Note: This is a variant of the Criminal Contact feature.
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Suggested Characteristics</name>
|
||||
<text>d8 | Personality Trait
|
||||
1 | If people leave their gear unsecured, they must not want it very much.
|
||||
2 | I feel more comfortable sleeping under the open sky.
|
||||
3 | I always pre-plan my escape should things go bad; I always like to have an exit strategy.
|
||||
4 | I tend to give animal owners breeding and care advice whether or not they want it.
|
||||
5 | I lost a pet as a child and sadly reflect on it to this day.
|
||||
6 | I always form a powerful, emotional bond with my mount.
|
||||
7 | I recoil at the thought of killing someone else's pet or mount.
|
||||
8 | I prefer to hang to the back of a scuffle or discussion. Better to have my enemies in front of me.
|
||||
|
||||
d6 | Ideal
|
||||
1 | Loyalty. Never bite the hand that feeds. (Good)
|
||||
2 | Unpredictability. Keep your enemy guessing and off-balance like a confused deer. (Chaotic)
|
||||
3 | Power. I strive to become leader of the pack at all costs. (Lawful)
|
||||
4 | Freedom. I bow to no one I don't respect. (Chaotic)
|
||||
5 | Resourcefulness. Our wits are our most valuable resource in troubled times. (Any)
|
||||
6 | Unity. Lone wolves fail where the pack succeeds. (Any)
|
||||
|
||||
d6 | Bond
|
||||
1 | I cannot leave a harmed animal behind; I must save it or put it out of its misery.
|
||||
2 | I leave behind my own personal calling cards when I do a job.
|
||||
3 | I do not trust people who do not have a pet, mount, or furry companion.
|
||||
4 | The pelt I wear on my back was from an animal that died saving my life, I will always cherish it.
|
||||
5 | If my pet does not like you, I do not like you!
|
||||
6 | Once you've ridden with me and fought by my side, I'll be there for you odds be damned.
|
||||
|
||||
d6 | Flaw
|
||||
1 | I talk to animals; I believe they understand me, even if they do not.
|
||||
2 | I growl at and bite anyone who gets too close to my food while I am eating.
|
||||
3 | I strongly dislike enclosed spaces and require intoxication or firm encouragement to enter them.
|
||||
4 | I robbed the wrong caravan once. The owner is a powerful merchant who holds a grudge.
|
||||
5 | I'm an inveterate gambler.
|
||||
6 | I judge people based on how well they stand their ground in a fight. I got not time for cowards...
|
||||
|
||||
</text>
|
||||
</trait>
|
||||
</background>
|
||||
<background>
|
||||
<name>Phlan Insurgent</name>
|
||||
<proficiency>Stealth, Survival</proficiency>
|
||||
<trait>
|
||||
<name>Description</name>
|
||||
<text>The taking of Phlan by Vorgansharax is a clear memory in your mind. You were going about your everyday business when the green dragon's forces spilled out of the sewers and assailed your home. Many of Phlan's citizens, young and old alike, were captured, killed, or offered as tribute to the Maimed Virulence. You, yourself were one of those captured. But, either with the help of adventurers or through your own wits and sheer determination, you escaped.
|
||||
Rather than flee the region, you've chosen to stay and fight. Finding refuge outside the town and the deadly thicket surrounding it, you strike out against the Tears of the Virulence and their monstrous allies. You've learned to survive in dire and desperate circumstances, with supplies running low and the arrival of reinforcements uncertain. You've grown accustomed to acting under the cover of night, dealing what blows you can to avenge the friends and family you lost within the currently occupied Phlan. You will drive Vorgansharax out, or you die trying.
|
||||
• Skill Proficiencies: Stealth, Survival
|
||||
• Tool Proficiencies: One type of artisan's tools, vehicles (land)
|
||||
• Equipment: A bag of caltrops (bag of 20), a small trinket that connects you to the life you once had before the occupation of Phlan, a healer's kit, a set of dark common clothes that includes a cloak and hood, and a belt pouch containing 5 gp
|
||||
Source: Adventurers League: Curse Of Strahd p. 6</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Lifestyle</name>
|
||||
<text>Poor
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Overview</name>
|
||||
<text>The taking of Phlan by Vorgansharax is a clear memory in your mind. You were going about your everyday business when the green dragon's forces spilled out of the sewers and assailed your home. Many of Phlan's citizens, young and old alike, were captured, killed, or offered as tribute to the Maimed Virulence. You, yourself were one of those captured. But, either with the help of adventurers or through your own wits and sheer determination, you escaped.
|
||||
Rather than flee the region, you've chosen to stay and fight. Finding refuge outside the town and the deadly thicket surrounding it, you strike out against the Tears of the Virulence and their monstrous allies. You've learned to survive in dire and desperate circumstances, with supplies running low and the arrival of reinforcements uncertain. You've grown accustomed to acting under the cover of night, dealing what blows you can to avenge the friends and family you lost within the currently occupied Phlan. You will drive Vorgansharax out, or you die trying.
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Origin</name>
|
||||
<text>Removed from your life as a townsperson, you've adapted to rough life in the wilds surrounding Phlan. The trade you practiced still influences your outlook, the manner in which you approach situations, and the way you contribute to the resistance movement against the Maimed Virulence. You can roll on the following table to determine what your occupation was before the fall, or choose one that best fits your character (select from either the general column or the specific column, but not both).
|
||||
d8 | Origin (General) | Origin (Specific)
|
||||
1 | Fisher | Stojanow River Worker
|
||||
2 | Hunter | Twilight Marsh Worker
|
||||
3 | Craftsperson | Mantor's Library Scribe
|
||||
4 | Priest/Priestess | Clergy of Ilmater
|
||||
5 | Cook | Laughing Goblin Server
|
||||
6 | City Watch | Black Fist Guard
|
||||
7 | Servant | House Sokol Retainer
|
||||
8 | Unskilled Laborer | Bay of Phlan Dockworker
|
||||
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Feature: Guerrilla</name>
|
||||
<text>You've come to know the surrounding forests, streams, caves, and other natural features in which you can take refuge--or set up ambushes. You can quickly survey your environment for advantageous features. Additionally, you can scavenge around your natural surroundings to cobble together simple supplies (such as improvised torches, rope, patches of fabric, etc.) that are consumed after use. Note: This feature is a variant of the Outlander feature.
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Suggested Characteristics</name>
|
||||
<text>You have given up the life you knew as a citizen of Phlan. However, the Maimed Virulence's invasion resonates deep inside you. Perhaps you have a few friends or family members who were able to escape with you. Or, perhaps, everyone you held dear either perished or went missing during the fall. You may know of someone who is, against all odds, surviving within the thicket and you long to liberate them from a life of peril within the town.
|
||||
d8 | Personality Trait
|
||||
1 | My patience knows no bounds, so long as my goal is in sight.
|
||||
2 | In life and in struggle, the ends justify my actions.
|
||||
3 | If you aren't helping me, you'd best at least stay out of my way.
|
||||
4 | I long for the life that was taken away from me.
|
||||
5 | Friends and family perished, tragically, before my eyes. I hope never to undergo that again.
|
||||
6 | Making the right choices in life are important to me. The choices I make might save not just my life, but the lives of others as well.
|
||||
7 | I can never allow my foes to get the drop on me.
|
||||
8 | Time is a precious resource that I must spend wisely.
|
||||
|
||||
d6 | Ideal
|
||||
1 | Leadership. The oppressed need someone to inspire them to courageous acts. (Good)
|
||||
2 | Unpredictability. Keeping the enemy guessing and off-balance is my tactical strength. (Chaos)
|
||||
3 | Determination. Threats to my home must be eliminated at all costs. (Any)
|
||||
4 | Freedom. Those who are enslaved and unjustly imprisoned deserve my aid. (Good)
|
||||
5 | Resourcefulness. Our wits are our most valuable resource in troubled times. (Any)
|
||||
6 | Unity. Working together, we can overcome all obstacles, even the most seemingly insurmountable ones. (Any)
|
||||
|
||||
d6 | Bond
|
||||
1 | I'll never let my fellow insurgents down. They are my only remaining friends.
|
||||
2 | I was separated from a loved one during my escape from town. I will find them.
|
||||
3 | One of the Tears of the Virulence was a trusted friend, until the day they betrayed the city. They will pay harshly for their transgressions.
|
||||
4 | An item I hold close is my last remaining connection to the family I lost during the fall.
|
||||
5 | The dragon who took my past life away from me will feel the full extent of my vengeance.
|
||||
6 | The knowledge in Mantor's Library is an irreplaceable treasure that must be protected.
|
||||
|
||||
d6 | Flaw
|
||||
1 | I have no respect for those who flee. I harbor a deep grudge against the citizens who abandoned Phlan.
|
||||
2 | Ale is the only way I can escape the desperation of my circumstances.
|
||||
3 | It doesn't take much to get me into a fight.
|
||||
4 | Being an insurgent means doing things that aren't always ethical. I'm still learning to live with that.
|
||||
5 | My desire to liberate Phlan oftentimes clouds my judgment, despite my best efforts.
|
||||
6 | I relentlessly despise the Maimed Virulence and his allies. I'd abandon other goals in order to strike out at them.
|
||||
|
||||
</text>
|
||||
</trait>
|
||||
</background>
|
||||
<background>
|
||||
<name>Stojanow Prisoner</name>
|
||||
<proficiency>Deception, Perception</proficiency>
|
||||
<trait>
|
||||
<name>Description</name>
|
||||
<text>Those words still haunt your dreams at night. When everyone was fleeing Phlan, you choose to stay. Whether out of an emotional attachment, or pursuit of riches, you made the decision that would affect the rest of your life.
|
||||
Food became scarcer for those without connections. You became a beggar and to stay alive you bartered information to any interested party with food or gold to spare. You were good at what you did, and thought you were invincible. That changed when you were captured by the Tears of Virulence, the soldiers of Vorgansharax, the Maimed Virulence, for selling secrets to those bent on overthrowing the dragon. They locked you in the cells of Stojanow Gate. The first weeks you hoped to stay alive. As the weeks turned into months, and the interrogations continued you began to pray for death.
|
||||
• Skill Proficiencies: Deception, Perception
|
||||
• Tool Proficiencies: One type of gaming set, thieves' tools
|
||||
• Equipment: A small knife, a set of common clothes, a trinket from the life you stayed behind to defend, a belt pouch with 10 gp
|
||||
Source: Adventurers League: Curse Of Strahd p. 8</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Lifestyle</name>
|
||||
<text>Poor
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Overview</name>
|
||||
<text>"We need to leave, now!" Those words still haunt your dreams at night. When everyone was fleeing Phlan, you choose to stay. Whether out of an emotional attachment, or pursuit of riches, you made the decision that would affect the rest of your life.
|
||||
Food became scarcer for those without connections. You became a beggar and to stay alive you bartered information to any interested party with food or gold to spare. You were good at what you did, and thought you were invincible. That changed when you were captured by the Tears of Virulence, the soldiers of Vorgansharax, the Maimed Virulence, for selling secrets to those bent on overthrowing the dragon. They locked you in the cells of Stojanow Gate. The first weeks you hoped to stay alive. As the weeks turned into months, and the interrogations continued you began to pray for death.
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Feature: Ex-Convict</name>
|
||||
<text>The knowledge gained during your incarceration lets you gain insight into local guards and jailors. You know which will accept bribes, or look the other way for you. You can also seek shelter for yourself from authorities with other criminals in the area. Note: This feature is a variant of the Courtier feature.
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Suggested Characteristics</name>
|
||||
<text>d8 | Personality Trait
|
||||
1 | I am a bully; others will suffer as I have.
|
||||
2 | I always say yes even when I mean no; it's just easier.
|
||||
3 | I aim to misbehave.
|
||||
4 | I go out of my way to frustrate or anger those in power.
|
||||
5 | I strive to obey the law. I will never again make the mistake of going against authority.
|
||||
6 | I always plan everything out. The one time I let others plan things it did not end well for me.
|
||||
7 | I take blame to protect others from pain.
|
||||
8 | I hoard information, you never know what may come in handy.
|
||||
|
||||
d6 | Ideal
|
||||
1 | Loss. I freely give those who offend me what was so brutally denied me, death. (Chaos)
|
||||
2 | Dedication. I never betray those who trust me. (Law)
|
||||
3 | Vengeance. I use any means to get information I need; I have been well taught. (Evil)
|
||||
4 | Redemption. Everyone deserves a second chance. (Good)
|
||||
5 | Resilience. I can survive any challenge (Any)
|
||||
6 | Leadership. The best teams are made up of those that society has discarded.
|
||||
|
||||
d6 | Bond
|
||||
1 | I take up arms to help establish a free Phlan.
|
||||
2 | The horrors of my time in Stojanow haunt my dreams, only after a day of hard work can I find sleep.
|
||||
3 | I am indebted to those who freed me from prison, I will repay this debt.
|
||||
4 | My torturer survived the attack that set me free, I will find him/her.
|
||||
5 | I will not rest while others suffer fates similar to mine.
|
||||
6 | I am searching for a way to heal the scars of Stojanow, both physical and emotional.
|
||||
|
||||
d6 | Flaw
|
||||
1 | During stressful times, I find myself crying for no reason.
|
||||
2 | My nerve endings are shot from the interrogations; I am numb to all but the harshest touch.
|
||||
3 | I am incapable of standing up for myself.
|
||||
4 | I folded under the torture, and gave information that I promised would be kept secret. My life would be in jeopardy if others found out.
|
||||
5 | Survival is worth more than friendship.
|
||||
6 | The ghosts from my past hinder my actions.
|
||||
|
||||
</text>
|
||||
</trait>
|
||||
</background>
|
||||
<background>
|
||||
<name>Ticklebelly Nomad</name>
|
||||
<proficiency>Animal Handling, Nature</proficiency>
|
||||
<trait>
|
||||
<name>Description</name>
|
||||
<text>You were born into a nomadic tribe that called the Ticklebelly Hills home. You migrated from location to location, living off the land with your tribe. The tribe would seasonally travel south into the Grass Sea and the Giant's Cairn, north into the Dragonspine Mountains, and even occasionally east across the Stojanow River to the borders of the Quivering forest.
|
||||
In your migrations, your people have come to know the stone giant tribes that populate the Giant's Cairn. The dragon cultists came to the hills one day—magic-users wearing purple and riding horrid beasts, black-clad warriors wearing wicked masks, and even soldiers from the nearby town of Phlan. Then the dragon called Vorgansharax arrived and laired in the hills, causing horrid thickets to grow and animals to act unusually. The cultists began raiding nomad camps for victims to offer to the wyrm. Eventually, the dragon moved on to attack Phlan, but life was never again the same for the nomads of the Ticklebelly Hills.
|
||||
• Skill Proficiencies: Animal Handling, Nature
|
||||
• Tool Proficiencies: Herbalism kit
|
||||
• Languages: Giant
|
||||
• Equipment: Herbalism kit, a small article of jewelry that is distinct to your tribe, a hunting trap, a set of common clothes, and a belt pouch containing 5 gp
|
||||
Source: Adventurers League: Curse Of Strahd p. 9</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Lifestyle</name>
|
||||
<text>Poor
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Overview</name>
|
||||
<text>You were born into a nomadic tribe that called the Ticklebelly Hills home. You migrated from location to location, living off the land with your tribe. The tribe would seasonally travel south into the Grass Sea and the Giant's Cairn, north into the Dragonspine Mountains, and even occasionally east across the Stojanow River to the borders of the Quivering forest.
|
||||
In your migrations, your people have come to know the stone giant tribes that populate the Giant's Cairn. The dragon cultists came to the hills one day—magic-users wearing purple and riding horrid beasts, black-clad warriors wearing wicked masks, and even soldiers from the nearby town of Phlan. Then the dragon called Vorgansharax arrived and laired in the hills, causing horrid thickets to grow and animals to act unusually. The cultists began raiding nomad camps for victims to offer to the wyrm. Eventually, the dragon moved on to attack Phlan, but life was never again the same for the nomads of the Ticklebelly Hills.
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Feature: At Home in the Wild</name>
|
||||
<text>The wilderness is your home and you are comfortable dwelling in it. You can find a place to hide, rest, or recuperate when out in the wild. This place of rest is secure enough to conceal you from most natural threats. Threats that are supernatural, magical, or are actively seeking you out might do so with difficulty depending on the nature of the threat (as determined by the DM). However, this feature doesn't shield or conceal you from scrying, mental probing, nor from threats that don't necessarily require the five senses to find you. Note: This feature is a variant of the Folk Hero feature.
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Suggested Characteristics</name>
|
||||
<text>Ticklebelly nomads only venture into civilization when necessary. You are social within your tribe, with tribes of other nomads, and even with the stone giant tribes that populate the Giant's Cairn. However, other communities tend to either put you on your guard or put you in a state of wonder. Was it this wonder that enticed you into a life of adventuring? On the other hand, you are fiercely protective of and dedicated to your tribe. Perhaps it was this dedication that led you to venture out; either of your own will or at the behest of your tribe's leaders.
|
||||
d8 | Personality Trait
|
||||
1 | I eagerly inject myself into the unknown.
|
||||
2 | Villages, towns, and cities do not suit me. I'd rather be out in the wilderness any day.
|
||||
3 | I accomplish my tasks efficiently, using as few resources as possible.
|
||||
4 | It's difficult for me to remain in one place for long.
|
||||
5 | I loudly brag about my tribe every chance I get.
|
||||
6 | Having walked among giants, I am fearless in the face of bigger creatures.
|
||||
7 | I am quiet and reserved, but observant. Nothing escapes my attention.
|
||||
8 | My word is my bond. I see a promise to completion, even if it conflicts with my beliefs.
|
||||
|
||||
d6 | Ideal
|
||||
1 | Kinship. Family is most important in life. Though I may be far from my own, the bonds of family must be protected in others' lives as well. (Good)
|
||||
2 | Preservation. Nature must not be despoiled by encroaching civilization. (Any)
|
||||
3 | Wanderlust. One must expand their horizons by seeing the world and exploring. (Chaos)
|
||||
4 | Isolation. My tribe and its ways must be protected and shielded from outside influence. (Neutral)
|
||||
5 | Protection. Threats to the land and to the people must be dealt with at any and all costs. (Law)
|
||||
6 | Belonging: All creatures have a place in the world, so I strive to help others find theirs. (Good)
|
||||
|
||||
d6 | Bond
|
||||
1 | I ache to return to my tribe and the family I left, but cannot until my obligations are fulfilled.
|
||||
2 | The dragon cultists that invaded my homeland stole away one of my tribe's people. I will not know rest until I've found them.
|
||||
3 | The dragon's presence in the hills destroyed valuable territory and resulted in deaths within my tribe. The creature must pay for what it has done.
|
||||
4 | I carry a trinket that spiritually and emotionally ties me to my people and my home.
|
||||
5 | I discovered a strange relic in the hills during my tribe's wanderings. I must discover what it is.
|
||||
6 | One of the stone giant clans from the Giant's Cairn has graced me with a mark of kinship.
|
||||
|
||||
d6 | Flaw
|
||||
1 | I throw myself and my friends into situations rarely ever thinking about consequences.
|
||||
2 | Unfamiliar people and surroundings put me on edge.
|
||||
3 | I have absolutely no patience for slowpokes and those who prove indecisive.
|
||||
4 | My desire to experience new things causes me to make unsafe choices.
|
||||
5 | I am overly protective of nature, sometimes to the detriment of my companions and myself.
|
||||
6 | My lack of worldliness often proves my undoing in social, commercial, and hostile situations.
|
||||
|
||||
</text>
|
||||
</trait>
|
||||
</background>
|
||||
</compendium>
|
||||
330
FightClub5eXML/Sources/AdventurersLeague/backgrounds-al-ee.xml
Normal file
330
FightClub5eXML/Sources/AdventurersLeague/backgrounds-al-ee.xml
Normal file
@@ -0,0 +1,330 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<background>
|
||||
<name>Caravan Specialist</name>
|
||||
<proficiency>Animal Handling, Survival</proficiency>
|
||||
<trait>
|
||||
<name>Description</name>
|
||||
<text>You are used to life on the road. You pride yourself at having traveled every major trade way in the Moonsea region, including the best backroads and shortcuts. When traveling these roads, you know where the best inns, campsites, and water sources are located, as well as potential locations of danger such as ambush. Having worked the roads as long as you have, you have made many acquaintances and find it easy to pick up information and rumors floating from town to town. You are skilled with beasts of burden and handling and repairing wagons of all kinds.
|
||||
• Skill Proficiencies: Animal Handling, Survival
|
||||
• Tool Proficiencies: Vehicles (land)
|
||||
• Languages: One of your choice
|
||||
• Equipment: A whip, a two-person tent, a regional map, a set of traveler's clothes, and a belt pouch containing 10 gp
|
||||
Source: Adventurers League: Elemental Evil p. 2</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Lifestyle</name>
|
||||
<text>Poor
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Overview</name>
|
||||
<text>You are used to life on the road. You pride yourself at having traveled every major trade way in the Moonsea region, including the best backroads and shortcuts. When traveling these roads, you know where the best inns, campsites, and water sources are located, as well as potential locations of danger such as ambush. Having worked the roads as long as you have, you have made many acquaintances and find it easy to pick up information and rumors floating from town to town. You are skilled with beasts of burden and handling and repairing wagons of all kinds.
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Feature: Wagonmaster</name>
|
||||
<text>You are used to being in charge of the operation and your reputation for reliability has you on a short list when the job is critical. Experience has taught you to rely on your gut. Others recognize this and look to you for direction when a situation gets serious. You are able to identify the most defensible locations for camping. If you are part of a caravan outfit, you are able to attract two additional workers that are loyal to you based on your reputation. You have an excellent memory for maps and geography and can always determine your cardinal directions while traveling. Note: This feature is a variant of the Outlander feature.
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Suggested Characteristics</name>
|
||||
<text>d8 | Personality Trait
|
||||
1 | Any group is only as strong as its weakest link. Everyone has to pull their own weight.
|
||||
2 | There's always someone out there trying to take what I've got. Always be vigilant.
|
||||
3 | Anything can be learned if you have the right teacher. Most folks just need a chance.
|
||||
4 | Early to bed and early to rise; this much at least is under my control.
|
||||
5 | You can listen to me or don't and wish you had. Everyone ends up on one side of that fence.
|
||||
6 | Eventually my hard work will be rewarded. Maybe that time has finally come.
|
||||
7 | A strong ox or horse is more reliable than most people I've met.
|
||||
8 | I never had time for books, but wish I had. I admire folks who have taken the time to learn.
|
||||
|
||||
d6 | Ideal
|
||||
1 | Service. Using my talents to help others is the best way of helping myself. (Good)
|
||||
2 | Selfish. What people don't know WILL hurt them, but why is that my problem? (Evil)
|
||||
3 | Wanderer. I go where the road takes me. Sometimes that's a good thing... (Chaotic)
|
||||
4 | Fittest. On the open road, the law of nature wins. Victims are the unprepared. (Lawful)
|
||||
5 | Focused. I simply have a job to do, and I'm going to do it. (Neutral)
|
||||
6 | Motivated. There's a reason I'm good at what I do, I pay attention to the details. (Any)
|
||||
|
||||
d6 | Bond
|
||||
1 | My brother has a farm In Elmwood and I've helped him and his neighbors move their goods to Mulmaster and other surrounding towns. Those are good people.
|
||||
2 | A caravan I lead was attacked by bandits and many innocents died. I swear that I will avenge them by killing any bandits I encounter.
|
||||
3 | The Soldiery are mostly good guys who understand the importance of protecting the roads. The City Watch is who you have to look out for. If they are inspecting your goods, get ready to pay a fine.
|
||||
4 | The new commander of Southroad Tower, Capt. Holke, understands the importance of safe roads. He's hired me for several jobs and I'm grateful.
|
||||
5 | There's always a road I haven't traveled before. I'm always looking for new places to explore.
|
||||
6 | Wealth and power mean little without the freedom to go where and when you want.
|
||||
|
||||
d6 | Flaw
|
||||
1 | I have trouble trusting people I've just met.
|
||||
2 | I enjoy the open road. Underground and tight spaces make me very nervous.
|
||||
3 | I expect others to heed my orders and have little respect or sympathy if they don't.
|
||||
4 | I am very prideful and have trouble admitting when I'm wrong.
|
||||
5 | Once I decide on a course of action, I do not waiver.
|
||||
6 | I like to explore, and my curiosity will sometimes get me into trouble.
|
||||
|
||||
</text>
|
||||
</trait>
|
||||
</background>
|
||||
<background>
|
||||
<name>Earthspur Miner</name>
|
||||
<proficiency>Athletics, Survival</proficiency>
|
||||
<trait>
|
||||
<name>Description</name>
|
||||
<text>You are a down-on your luck miner from the Earthspur Mountains who is no stranger to hardship. You have spent a great deal of time living among the dwarves, goliaths, and denizens of the Underdark that also work mines in the area. At this point, you're just as comfortable working underground as above. You know how to read a seam, dicker for supplies with the deep gnomes, party with dwarves, and find your way back to the surface afterwards. Unfortunately, you haven't struck it rich...yet. Although you've come to Mulmaster looking for work, the tall peaks and deep mines of the Earthspurs still call to you.
|
||||
• Skill Proficiencies: Athletics, Survival
|
||||
• Languages: Dwarvish and Undercommon
|
||||
• Equipment: A shovel or a miner's pick, a block and tackle, a climber's kit, a set of common clothes, and a belt pouch containing 5 gp
|
||||
Source: Adventurers League: Elemental Evil p. 3</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Lifestyle</name>
|
||||
<text>Poor
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Overview</name>
|
||||
<text>You are a down-on your luck miner from the Earthspur Mountains who is no stranger to hardship. You have spent a great deal of time living among the dwarves, goliaths, and denizens of the Underdark that also work mines in the area. At this point, you're just as comfortable working underground as above. You know how to read a seam, dicker for supplies with the deep gnomes, party with dwarves, and find your way back to the surface afterwards. Unfortunately, you haven't struck it rich...yet. Although you've come to Mulmaster looking for work, the tall peaks and deep mines of the Earthspurs still call to you.
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Feature: Deep Miner</name>
|
||||
<text>You are used to navigating the deep places of the earth. You never get lost in caves or mines if you have either seen an accurate map of them or have been through them before. Furthermore, you are able to scrounge fresh water and food for yourself and as many as five other people each day if you are in a mine or natural caves. Note: This feature is a variant of the Outlander feature.
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Suggested Characteristics</name>
|
||||
<text>d8 | Personality Trait
|
||||
1 | Nothing bothers me for long.
|
||||
2 | I hate the horrors of the Underdark with a passion. They took my friends and family and almost got me.
|
||||
3 | Anything worth doing takes time and patience. I have learned to plan and wait for the things I want and to be patient to achieve my goals.
|
||||
4 | I can party with everyone. Whether with dwarves, or goliaths, or deep gnomes, I can find a way to have a good time.
|
||||
5 | I'd rather be mining. This is okay; mining is better.
|
||||
6 | I think that I will stumble upon great riches if I just keep looking.
|
||||
7 | People who don't work with their hands and who live in houses are soft and weak.
|
||||
8 | I wish I were more educated. I look up to people who are.
|
||||
|
||||
d6 | Ideal
|
||||
1 | Generosity. The riches of the earth are to be shared by all. (Good)
|
||||
2 | Greed. Gems and precious metals, I want them all for myself. (Evil)
|
||||
3 | Mooch. Property, schmoperty. If I need it, I take and use it. If I don't, I leave it for someone else. (Chaotic)
|
||||
4 | Boundaries. Everything and everyone has its prescribed place; I respect that and expect others to do the same. (Lawful)
|
||||
5 | Let it Be. I don't meddle in the affairs of others if I can avoid it. They're none of my business. (Neutral)
|
||||
6 | Materialist. I want riches to improve my life. (Any)
|
||||
|
||||
d6 | Bond
|
||||
1 | The people of the Earthspur mines are my family. I will do anything to protect them.
|
||||
2 | A deep gnome saved my life when I was injured and alone. I owe his people a great debt.
|
||||
3 | I must behold and preserve the natural beauty of places below the earth.
|
||||
4 | Gems hold a special fascination for me, more than gold, land, magic, or power.
|
||||
5 | I want to explore new depths and scale new heights.
|
||||
6 | Someday I'm going to find the mother lode, then I'll spend the rest of my life in luxury.
|
||||
|
||||
d6 | Flaw
|
||||
1 | I'm uncomfortable spending time under the open sky. I'd rather be indoors or underground.
|
||||
2 | I'm not used to being around other people much and sometimes get grouchy about it.
|
||||
3 | Good tools are more reliable than people. In a cave in, I would save a sturdy pick before a stranger.
|
||||
4 | I jealously guard my secrets, because I think others will take advantage of me if they learn what I know.
|
||||
5 | I am obsessed with getting rich. I always have a scheme brewing for making it big.
|
||||
6 | I'm afraid of the dark.
|
||||
|
||||
</text>
|
||||
</trait>
|
||||
</background>
|
||||
<background>
|
||||
<name>Harborfolk</name>
|
||||
<proficiency>Athletics, Sleight Of Hand</proficiency>
|
||||
<trait>
|
||||
<name>Description</name>
|
||||
<text>You are one of the hundreds of small-time fishermen and women who haul the bounty of Mulmaster's freshwater harbor to the city's markets each morning. You have spent countless days rowing in the waters in and around Mulmaster and know them and the other fisherfolk, dockworkers, and port inhabitants better than anyone. Though you have left that life behind, you still visit once in a while.
|
||||
• Skill Proficiencies: Athletics, Sleight of Hand
|
||||
• Tool Proficiencies: One type of gaming set, vehicles (water)
|
||||
• Equipment: Fishing tackle, dice set, playing card set, or Three-Dragon Ante set, a set of common clothes, rowboat, and a belt pouch containing 5 gp
|
||||
Source: Adventurers League: Elemental Evil p. 4</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Lifestyle</name>
|
||||
<text>Poor
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Overview</name>
|
||||
<text>You are one of the hundreds of small-time fishermen and women who haul the bounty of Mulmaster's freshwater harbor to the city's markets each morning. You have spent countless days rowing in the waters in and around Mulmaster and know them and the other fisherfolk, dockworkers, and port inhabitants better than anyone. Though you have left that life behind, you still visit once in a while.
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Feature: Harborfolk</name>
|
||||
<text>You grew up on the docks and waters of Mulmaster Harbor. The harborfolk remember you and still treat you as one of them. They welcome you and your companions. While they might charge you for it, they'll always offer what food and shelter they have; they'll even hide you if the City Watch is after you (but not if the Hawks are). Note: This feature is a variant of the Folk Hero feature.
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Suggested Characteristics</name>
|
||||
<text>d8 | Personality Trait
|
||||
1 | I am curious. I want to know why things are the way they are and why people do the things that they do.
|
||||
2 | I can't sing, but that never stops me from doing it, loudly. Everyone loves a good sea chanty!
|
||||
3 | I think the High Blade is doing a terrific job, don't you?
|
||||
4 | I'm very excited that the House Built on Gold is being restored. I am a zealous worshipper of Waukeen.
|
||||
5 | I am quite superstitious. I see portents in everyday occurrences.
|
||||
6 | I resent the rich and enjoy thwarting their plans and spoiling their fun in small ways.
|
||||
7 | I have a sea story to fit every occasion.
|
||||
8 | I'm a fisher, but I secretly detest eating fish. I will do anything to avoid it.
|
||||
|
||||
d6 | Ideal
|
||||
1 | Calm. For all things, there is a tide. I set sail when it is right, and mend my nets when it is not. (Lawful)
|
||||
2 | Windblown. I go where the winds blow. No man or woman tells me where or when to sail. (Chaotic)
|
||||
3 | Aspiring. I will gain the favor of a Zor or Zora patron, maybe even one of the Blades! (Any)
|
||||
4 | Salty. I want people to look to me as an expert on plying Mulmaster Harbor. (Any)
|
||||
5 | Selfless. We are all children of the sea. I help everyone in peril afloat and ashore. (Good)
|
||||
6 | Let them Drown. I refuse to risk my hide to help others. They wouldn't help me if roles were reversed. (Evil)
|
||||
|
||||
d6 | Bond
|
||||
1 | I once lost everything but my rowboat. I'll do anything to protect it.
|
||||
2 | My brother was in the Soldiery, but he was killed. I really look up to the men and women who serve.
|
||||
3 | The Cloaks killed my friend for spellcasting. I'll get them back somehow, someday.
|
||||
4 | The High House of Hurting helped me when I was hurt and asked nothing in return. I owe them my life.
|
||||
5 | I was robbed in the Zhent ghetto once. It will not happen again.
|
||||
6 | I would do anything to protect the other harborfolk. They are my family.
|
||||
|
||||
d6 | Flaw
|
||||
1 | I drink too much, which causes me to miss the tide.
|
||||
2 | I killed a drunk member of the City Watch in a brawl. I am terrified that they might find out.
|
||||
3 | I oversell myself and make promises I can't keep when I want to impress someone.
|
||||
4 | Book learning is a waste of time. I have no patience for people who don't speak from experience.
|
||||
5 | I almost always cheat. I can't help myself.
|
||||
6 | I am a secret informant for the Hawks. I send them reports about everything I see and hear, even what my friends and allies are up to.
|
||||
|
||||
</text>
|
||||
</trait>
|
||||
</background>
|
||||
<background>
|
||||
<name>Mulmaster Aristocrat</name>
|
||||
<proficiency>Deception, Performance</proficiency>
|
||||
<trait>
|
||||
<name>Description</name>
|
||||
<text>From your hilltop home, you have looked down (literally and perhaps figuratively) on the unwashed masses of Mulmaster for your entire life. Your fur-trimmed robes and training in the visual and performing arts mark you as wealthy and perhaps well-born; you are a member of the City of Danger's aristocracy. None of your immediate family members sits on the Council of Blades or is even a Zor or Zora...yet. Nevertheless, you are one of Mulmaster's elite, and whether you personally covet a higher standing or not, you are at home in the dance halls where the aristocracy gathers to plot, to scheme, to do business, to discuss the arts, and, above all, to see, and to be seen.
|
||||
• Skill Proficiencies: Deception, Performance
|
||||
• Tool Proficiencies: One type of artistic artisan's tools and one musical instrument
|
||||
• Equipment: One set of artisan's tools or musical instrument, a set of fine clothes, and a purse containing 10 gp
|
||||
Source: Adventurers League: Elemental Evil p. 5</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Lifestyle</name>
|
||||
<text>Wealthy
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Overview</name>
|
||||
<text>From your hilltop home, you have looked down (literally and perhaps figuratively) on the unwashed masses of Mulmaster for your entire life. Your fur-trimmed robes and training in the visual and performing arts mark you as wealthy and perhaps well-born; you are a member of the City of Danger's aristocracy. None of your immediate family members sits on the Council of Blades or is even a Zor or Zora...yet. Nevertheless, you are one of Mulmaster's elite, and whether you personally covet a higher standing or not, you are at home in the dance halls where the aristocracy gathers to plot, to scheme, to do business, to discuss the arts, and, above all, to see, and to be seen.
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Feature: Highborn</name>
|
||||
<text>Mulmaster is run by and for its aristocracy. Every other class of citizen in the city defers to you, and even the priesthood, Soldiery, Hawks, and Cloaks treat you with deference. Other aristocrats and nobles accept you in their circles and likely know you or of you. Your connections can get you the ear of a Zor or Zora under the right circumstances. Note: This feature is a variant of the Noble feature.
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Suggested Characteristics</name>
|
||||
<text>d8 | Personality Trait
|
||||
1 | My ambitions are boundless. I will be a Zor or Zora one day!
|
||||
2 | I must always look my best.
|
||||
3 | Beauty is everywhere. I can find it in even the homeliest person and the most horrible tragedy.
|
||||
4 | Decorum must be preserved at all costs.
|
||||
5 | I will not admit I am wrong if I can avoid it.
|
||||
6 | I am extremely well-educated and frequently remind others of that fact.
|
||||
7 | I take what I can today, because I do not know what tomorrow holds.
|
||||
8 | My life is full of dance, song, drink, and love.
|
||||
|
||||
d6 | Ideal
|
||||
1 | Generous. I have a responsibility to help and protect the less fortunate. (Good)
|
||||
2 | Loyal. My word, once given, is my bond. (Lawful)
|
||||
3 | Callous. I am unconcerned with any negative effects my actions may have on the lives and fortunes of others. (Evil)
|
||||
4 | Impulsive. I follow my heart. (Chaotic)
|
||||
5 | Ignorant. Explanations bore me. (Neutral)
|
||||
6 | Isolationist. I am concerned with the fortunes of my friends and family. Others must see to themselves. (Any)
|
||||
|
||||
d6 | Bond
|
||||
1 | I have dedicated my wealth and my talents to the service of one of the city's many temples.
|
||||
2 | My family and I are loyal supporters of High Blade Jaseen Drakehorn. Our fortunes are inexorably tied to hers. I would do anything to support her.
|
||||
3 | Like many families who were close to High Blade Selfaril Uoumdolphin, mine has suffered greatly since his fall. We honor his memory in secret.
|
||||
4 | My family plotted with Rassendyll Uoumdolphin brother usurped brother as High Blade. Betrayal is the quickest route to power.
|
||||
5 | Wealth and power are nothing. Fulfillment can only be found in artistic expression.
|
||||
6 | It's not how you feel, who you know, or what you can do - it's how you look, and I look fabulous.
|
||||
|
||||
d6 | Flaw
|
||||
1 | I have difficulty caring about anyone or anything other than myself.
|
||||
2 | Having grown up with wealth, I am careless with my finances. I overspend and am overly generous.
|
||||
3 | The ends (my advancement) justify any means.
|
||||
4 | I must have what I want and will brook no delay.
|
||||
5 | My family has lost everything. I must keep up appearances, lest we become a laughingstock.
|
||||
6 | I have no artistic sense. I hide that fact behind extreme opinions and have become a trendsetter.
|
||||
|
||||
</text>
|
||||
</trait>
|
||||
</background>
|
||||
<background>
|
||||
<name>Phlan Refugee</name>
|
||||
<proficiency>Insight, Athletics</proficiency>
|
||||
<trait>
|
||||
<name>Description</name>
|
||||
<text>Gone are the happier days of walking into the Laughing Goblin Inn after a hard day's labor. Everything has changed, and you are lucky to be alive. Back in Phlan you could count yourself among those street-wise folks who knew when to pay a bribe and who to work with to make a living. Your ability to listen to the winds of change have saved you before, and this time they allowed you to be one of the lucky few who escaped Phlan with something more than just the shirt on your back.
|
||||
• Skill Proficiencies: Insight, Athletics
|
||||
• Tool Proficiencies: One type of artisan's tools
|
||||
• Languages: One of your choice
|
||||
• Equipment: A set of artisan's tools (one of your choice), a token of the life you once knew, a set of traveler's clothes, and a belt pouch containing 15 gp
|
||||
Source: Adventurers League: Elemental Evil p. 6</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Lifestyle</name>
|
||||
<text>Modest
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Overview</name>
|
||||
<text>Gone are the happier days of walking into the Laughing Goblin Inn after a hard day's labor. Everything has changed, and you are lucky to be alive. Back in Phlan you could count yourself among those street-wise folks who knew when to pay a bribe and who to work with to make a living. Your ability to listen to the winds of change have saved you before, and this time they allowed you to be one of the lucky few who escaped Phlan with something more than just the shirt on your back.
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Feature: Phlan Survivor</name>
|
||||
<text>Whatever your prior standing was, you are now one of the many refugees that have come to Mulmaster. You are able to find refuge with others from Phlan and those who sympathize with your plight. Within Mulmaster this means that you can find a place to bed down, recover, and hide from the watch with either other refugees from Phlan, or the Zhents within the ghettos. Note: This feature is a variant of the Folk Hero feature.
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Suggested Characteristics</name>
|
||||
<text>d8 | Personality Trait
|
||||
1 | I may have lost everything I worked for most of my life, but there's work to be done, no time to linger on the past.
|
||||
2 | I worked hard to get where I am and I refuse to let a little hardship stop me from succeeding.
|
||||
3 | I protect those around me, you never know when one of them will be useful.
|
||||
4 | I have always gotten ahead by giving, why change now?
|
||||
5 | I prepare for everything, it paid off in Phlan and it will pay off again.
|
||||
6 | I will reclaim my home, though the path may be long, I will never give up hope.
|
||||
7 | I never cared for personal hygiene, and am amazed that It bothers others.
|
||||
8 | I am always willing to volunteer my services, just as long as don't have to do anything.
|
||||
|
||||
d6 | Ideal
|
||||
1 | Justice. Corruption brought Phlan down, I will not tolerate that any longer. (Lawful)
|
||||
2 | Acceptance. Stability is a myth, to think you can control your future is futile. (Chaotic)
|
||||
3 | Hope. I am guided by a higher power and I trust that everything will be right in the end. (Good)
|
||||
4 | Restraint. I hate those who caused my loss. It is all I can do not to lash out at them. (Any)
|
||||
5 | Strength. As shown in Phlan, the strong survive. If you are weak you deserve what you get (Evil)
|
||||
6 | Openness. I am always willing to share my life story with anyone who will listen. (Any)
|
||||
|
||||
d6 | Bond
|
||||
1 | I have the chance at a new life and this time I am going to do things right.
|
||||
2 | The Lord Regent brought this suffering upon his people. I will see him brought to justice.
|
||||
3 | I await the day I will be able to return to my home in Phlan.
|
||||
4 | I will never forget the debt owed to Glevith of the Welcomers. I will be ready to repay that debt when called upon.
|
||||
5 | There was someone I cared about in Phlan, I will find out what happened to them.
|
||||
6 | Some say my life wasn't worth saving, I will prove them wrong.
|
||||
|
||||
d6 | Flaw
|
||||
1 | I used the lives of children to facilitate my escape from Phlan.
|
||||
2 | I am a sucker for the underdog, and always bet on the loosing team.
|
||||
3 | I am incapable of standing up for myself.
|
||||
4 | I will borrow money from friends with no intention to repay it.
|
||||
5 | I am unable to keep secrets. A secret is just an untold story.
|
||||
6 | When something goes wrong, it's never my fault.
|
||||
|
||||
</text>
|
||||
</trait>
|
||||
</background>
|
||||
</compendium>
|
||||
472
FightClub5eXML/Sources/AdventurersLeague/backgrounds-al-rod.xml
Normal file
472
FightClub5eXML/Sources/AdventurersLeague/backgrounds-al-rod.xml
Normal file
@@ -0,0 +1,472 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<background>
|
||||
<name>Cormanthor Refugee</name>
|
||||
<proficiency>Nature, Survival</proficiency>
|
||||
<trait>
|
||||
<name>Description</name>
|
||||
<text>You are one of hundreds of refugees that were driven from Hillsfar or that fled the destruction of Myth Drannor and who now shelter in hidden camps under the northern eaves of the Cormanthor Forest. If you up grew in the camps, you have never been to a settlement other than the village of Elventree. As a guest of the elves, you have learned their ways and the ways of the forest. You are also a traumatized, as residual wild magic, energies released by the fall of Thultanar upon Myth Drannor, and the constant fear of raids hunting for nonhumans to fight in Hillsfar's Arena have taken their toll on you, as they have on everyone in the camps.
|
||||
• Skill Proficiencies: Nature, Survival
|
||||
• Tool Proficiencies: One type of artisan's tools
|
||||
• Languages: Elven
|
||||
• Equipment: A two-person tent, artisan's tools, a holy symbol, a set of traveler's clothes, a belt pouch containing 5 gp
|
||||
Source: Adventurers League: Rage Of Demons p. 5</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Lifestyle</name>
|
||||
<text>Poor
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Overview</name>
|
||||
<text>You are one of hundreds of refugees that were driven from Hillsfar or that fled the destruction of Myth Drannor and who now shelter in hidden camps under the northern eaves of the Cormanthor Forest. If you up grew in the camps, you have never been to a settlement other than the village of Elventree. As a guest of the elves, you have learned their ways and the ways of the forest. You are also a traumatized, as residual wild magic, energies released by the fall of Thultanar upon Myth Drannor, and the constant fear of raids hunting for non-humans to fight in Hillsfar's Arena have taken their toll on you, as they have on everyone in the camps.
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Feature: Shelter of the Elven Clergy</name>
|
||||
<text>The clerics of Elventree have vowed to care for the Cormanthor refugees. They will help you when they can, including providing you and your companions with free healing and care at temples, shrines, and other established presences in Elventree. They will also provide you (but only you) with a poor lifestyle. Note: This feature is a variant of the Acolyte feature.
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Suggested Characteristics</name>
|
||||
<text>d8 | Personality Trait
|
||||
1 | I long for a home that never really existed, whether in the camps, Hillsfar, or Myth Drannor.
|
||||
2 | Though I am not an elf, I am a fervent, radical worshipper of the elven gods.
|
||||
3 | I live in the moment, knowing my life could be turned upside down any day.
|
||||
4 | I appreciate beauty in all of its forms.
|
||||
5 | I hate the dark elves and the Netherese for each driving the elves out of Cormanthyr in the past.
|
||||
6 | I am a forest bumpkin who grew up in a tent in the woods and is wholly ignorant of city life.
|
||||
7 | I was raised alongside children of many other races. I harbor no racial prejudices at all.
|
||||
8 | The elves have just the right word for so many things that cannot be expressed as well in other languages. I pepper my speech with elven words, phrases, and sayings.
|
||||
|
||||
d6 | Ideal
|
||||
1 | Patient. The elves have taught me to think and plan for the long-term. (Lawful)
|
||||
2 | Rebellious. Governments and politicians drove my family to the camps. I subtly defy authority whenever I think I can get away with it. (Chaotic)
|
||||
3 | Self - Absorbed. I've had to look out for number one so long that it has become second nature. (Any)
|
||||
4 | Wanderlust. I want to see as much of the world beyond the camps as I can. (Any)
|
||||
5 | Generous. I give everything I can to help those in need, regardless of who they are. (Good)
|
||||
6 | To the Abyss with Them. The people of Hillsfar cast me out. I won't risk my hide to help them. (Evil)
|
||||
|
||||
d6 | Bond
|
||||
1 | The elves took me in when I had nowhere else to go. In return, I do what I can to help elves in need.
|
||||
2 | I seek revenge against the people of Hillsfar for driving my family into the forest.
|
||||
3 | My family lost everything when they were driven from Hillsfar. I strive to rebuild that fortune.
|
||||
4 | The forest has provided me with food and shelter. In return, I protect forests and those who dwell within.
|
||||
5 | I am deeply, tragically in love with someone whose racial lifespan is far longer or shorter than mine.
|
||||
6 | Members of my extended family did not make it to the camps or have been kidnapped to fight in the Arena. I search for them tirelessly.
|
||||
|
||||
d6 | Flaw
|
||||
1 | I am very uncomfortable indoors and underground.
|
||||
2 | I am haughty. I grew up among the elves and emulate them. Other races are crude in comparison.
|
||||
3 | Elf this, elf that. I am sick and tired of the elves.
|
||||
4 | I am a miser. Having lost everything once before, I clutch my possessions and wealth very tightly.
|
||||
5 | I am a moocher. I am so used to others providing for me that I have come to expect everyone to do it.
|
||||
6 | I believe the gods have cursed me, my family, and all of the Cormanthor refugees. We are all doomed, doomed I tell you!
|
||||
|
||||
</text>
|
||||
</trait>
|
||||
</background>
|
||||
<background>
|
||||
<name>Gate Urchin</name>
|
||||
<proficiency>Deception, Sleight Of Hand</proficiency>
|
||||
<trait>
|
||||
<name>Description</name>
|
||||
<text>All traffic into and out of the City of Trade passes through the Hillsfar Gate, making it the ideal place for the destitute to gather to panhandle, busk, gossip, and pick pockets. You grew up on the streets in the shadow of that great steel edifice, which houses both Red Plumes and Guild Mages. Though you may have moved on, you still have friends among them, and that life has had a lasting impact on you.
|
||||
• Skill Proficiencies: Deception, Sleight of Hand
|
||||
• Tool Proficiencies: Thieves' tools, one type of musical instrument
|
||||
• Equipment: A battered alms box, a musical instrument, a cast-off military jacket, cap, or scarf, a set of common clothes, a belt pouch, and 10 gp
|
||||
Source: Adventurers League: Rage Of Demons p. 6</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Lifestyle</name>
|
||||
<text>Poor
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Overview</name>
|
||||
<text>All traffic into and out of the City of Trade passes through the Hillsfar Gate, making it the ideal place for the destitute to gather to panhandle, busk, gossip, and pick pockets. You grew up on the streets in the shadow of that great steel edifice, which houses both Red Plumes and Guild Mages. Though you may have moved on, you still have friends among them, and that life has had a lasting impact on you.
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Feature: Red Plume and Mage Guild Contacts</name>
|
||||
<text>You made a number of friends among the Red Plumes and the Mage's Guild when you lived at the Hillsfar Gate. They remember you fondly and help you in little ways when they can. You can invoke their assistance in and around Hillsfar to obtain food, as well as simple equipment for temporary use. You can also invoke it to gain access to the low-security areas of their garrisons, halls, and encampments. Note: This feature is a variant of the Soldier feature.
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Suggested Characteristics</name>
|
||||
<text>d8 | Personality Trait
|
||||
1 | I appreciate the simple things in life. a song, a warm meal, a sunny day. I don't need any more.
|
||||
2 | My problems are always caused by others. I'm never to blame.
|
||||
3 | I am afraid I could wind up back on the streets any day.
|
||||
4 | I get along with everyone.
|
||||
5 | I see people as marks for a con and have difficulty feeling true empathy for them.
|
||||
6 | I have a real flair for matchmaking. I can find anyone a spouse!
|
||||
7 | I think money is the true measure of appreciation and affection. Everything else is talk or an act.
|
||||
8 | I don't like having a lot of stuff, just a few simple things I need. I don't like being tied down and tend to leave things behind when I don't need them anymore.
|
||||
|
||||
d6 | Ideal
|
||||
1 | Loyal. I never rat out any of my friends, even when the Red Plumes or the Rogues Guild ask. (Lawful)
|
||||
2 | Adventurous. I don't like doing the same thing every day. I crave variety. (Chaotic)
|
||||
3 | Strong. Only the strong survive. I respect those who are strong and powerful. (Any)
|
||||
4 | Witty. Brains are better than brawn. I rely on my wits and respect others who do the same. (Any)
|
||||
5 | Honest. Others can do what they want, but I won't lie or steal, even to feed my family. (Good)
|
||||
6 | Ungrateful. Those who give, only do it to make themselves feel better. I steal from them. (Evil)
|
||||
|
||||
d6 | Bond
|
||||
1 | The Joydancers of Lliira gave me my instrument when I really needed food. I hate them for that.
|
||||
2 | Busking has taught me to love music above all else.
|
||||
3 | The Rogues Guild spared me when I did a job without cutting them in. I owe them a great debt.
|
||||
4 | I know people hate the Red Plumes, but some of them were really good to me. I help Red Plumes whenever I can, and I respect them. They're just doing what they have to do to get by in this world.
|
||||
5 | I will be wealthy some day. My descendants will live in comfort and style.
|
||||
6 | I know how hard life on the streets is. I do everything I can for those who have less than me.
|
||||
|
||||
d6 | Flaw
|
||||
1 | Though I no longer live at the Gate, I am still always concerned about where I will get my next meal.
|
||||
2 | Years of thieving have become habit. I sometimes steal from strangers without thinking about it.
|
||||
3 | I am ashamed of my origins. I pretend I am higher-born and fear others will find out the truth.
|
||||
4 | I think people who grew up in houses are soft, spoiled, and ungrateful. I frequently tell them so.
|
||||
5 | I am still very uncomfortable wearing nice clothes, sleeping in a warm bed, and eating fine food.
|
||||
6 | I do not trust anyone who has not had a hard life.
|
||||
|
||||
</text>
|
||||
</trait>
|
||||
</background>
|
||||
<background>
|
||||
<name>Hillsfar Merchant</name>
|
||||
<proficiency>Insight, Persuasion</proficiency>
|
||||
<trait>
|
||||
<name>Description</name>
|
||||
<text>Before becoming an adventurer, you were a successful merchant operating out Hillsfar, the City of Trade. Your family operated warehouses, organized caravans, managed stores, or owned a ship and has trade contacts throughout the Moonsea region, as well as up and down the length of the Sword Coast. Perhaps they import ore, uncut gems, untreated furs, or grain into the City of Trade, or they export fine cloth, faceted gems, fine furs, or Dragon's Breath, a brandy-like liquor. Regardless, you've largely given that life up for some reason and have chosen to seek adventure instead. Nevertheless, the training you received then, and perhaps the contacts you made, serve you well as an adventurer.
|
||||
• Skill Proficiencies: Insight, Persuasion
|
||||
• Tool Proficiencies: Vehicles (land) and vehicles (water)
|
||||
• Equipment: A set of fine clothes, a signet ring, a letter of introduction from your family's trading house, and a purse containing 25 gp
|
||||
Source: Adventurers League: Rage Of Demons p. 7</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Lifestyle</name>
|
||||
<text>Wealthy
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Overview</name>
|
||||
<text>Before becoming an adventurer, you were a successful merchant operating out Hillsfar, the City of Trade. Your family operated warehouses, organized caravans, managed stores, or owned a ship and has trade contacts throughout the Moonsea region, as well as up and down the length of the Sword Coast. Perhaps they import ore, uncut gems, untreated furs, or grain into the City of Trade, or they export fine cloth, faceted gems, fine furs, or Dragon's Breath, a brandy-like liquor. Regardless, you've largely given that life up for some reason and have chosen to seek adventure instead. Nevertheless, the training you received then, and perhaps the contacts you made, serve you well as an adventurer.
|
||||
Choose one of the following features:
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Feature: Factor</name>
|
||||
<text>Although you've left the day-to-day life of a merchant behind, your family has assigned you the services of a loyal retainer from the business, a factor, husbanding agent, seafarer, caravan guard, or clerk. This individual is a commoner who can perform mundane tasks for you such as making purchases, delivering messages, and running errands. He or she will not fight for you and will not follow you into obviously dangerous areas (such as dungeons), and will leave if frequently endangered or abused. If he or she is killed, the family assigns you another within a few days. Note: This feature is a variant of the Noble Knight's Retainers feature.
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Alternate Feature: Trade Contact</name>
|
||||
<text>You and your family have trade contacts such as caravan masters, shopkeepers, sailors, artisans, and farmers throughout the Moonsea region and all along the Sword Coast. Once per game session, when adventuring in either of those areas, you can use those contacts to get information about the local area or to pass a message to someone in those areas, even across the great distance between the two areas. Note: This feature is a variant of the Criminal Contact and Researcher features.
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Suggested Characteristics</name>
|
||||
<text>d8 | Personality Trait
|
||||
1 | I fill my evenings with wine or mead and song.
|
||||
2 | I greatly admire gladiators and enjoy the Arena.
|
||||
3 | I take my wealth for granted. It seldom occurs to me that others aren't rich themselves.
|
||||
4 | I leave broken hearts all around the Moonsea and up and down the Sword Coast.
|
||||
5 | I work hard and seldom make time for fun.
|
||||
6 | I am a particularly devout and pray often.
|
||||
7 | The Red Plumes caught me once. I hate them.
|
||||
8 | I ask a lot of questions to get information about those with whom I am working and dealing.
|
||||
|
||||
d6 | Ideal
|
||||
1 | Frugal. I spend my money very carefully. (Lawful)
|
||||
2 | Profligate. I tend to spend extravagantly. (Chaotic)
|
||||
3 | Honest. I deal with others above board. (Any)
|
||||
4 | Sharp. I seek to make the best deal possible. (Any)
|
||||
5 | Charitable. I give generously to others. (Good)
|
||||
6 | Greedy. I do not share my wealth with others. (Evil)
|
||||
|
||||
d6 | Bond
|
||||
1 | I am fiercely loyal to those with whom I work.
|
||||
2 | I must uphold the good name of my family.
|
||||
3 | I will prove myself to my family as an adventurer.
|
||||
4 | Deals are sacrosanct. I never go back on my word.
|
||||
5 | I love making deals and negotiating agreements.
|
||||
6 | I guard my wealth jealously.
|
||||
|
||||
d6 | Flaw
|
||||
1 | I am a braggart. I promote myself shamelessly.
|
||||
2 | I am vain. I always wear the latest fashions.
|
||||
3 | I am a glutton. I eat and drink to excess.
|
||||
4 | I am a snob. I want only the finest things in life.
|
||||
5 | I am lazy. I want others to take care of everything.
|
||||
6 | I am overconfident. I overestimate my abilities.
|
||||
|
||||
</text>
|
||||
</trait>
|
||||
</background>
|
||||
<background>
|
||||
<name>Hillsfar Smuggler</name>
|
||||
<proficiency>Perception, Stealth</proficiency>
|
||||
<trait>
|
||||
<name>Description</name>
|
||||
<text>Hillsfar is the City of Trade. However, the Great Law of Trade only protects "legitimate" trade, trade that passes through the city's sole gate, which the Red Plumes monitor and tax. And the Great Law of Humanity banishes non-humans from the city altogether. The two Great Laws create great demand and great risk for smugglers, who shepherd illicit goods and non-humans into and out of the city by secret routes. The Rogues Guild tightly controls all of this activity, taking its cut from sanctioned jobs and exacting punishment for independent jobs.
|
||||
Perhaps you trafficked Dragon's Breath (a brandy-like liquor) to avoid tariffs or contraband to avoid seizure, or maybe you are a human who sympathizes with the non-humans and worked as part of the network of secret routes and safe houses that helps them pass through Hillsfar. Either way, you have contacts in the smuggling community who can help you slip into and out of the city unnoticed, for a price.
|
||||
• Skill Proficiencies: Perception, Stealth
|
||||
• Languages: One racial language
|
||||
• Tool Proficiencies: Forgery kit
|
||||
• Equipment: A forgery kit, a set of common clothes, a belt pouch, and 5 gp
|
||||
Source: Adventurers League: Rage Of Demons p. 8</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Lifestyle</name>
|
||||
<text>Modest
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Overview</name>
|
||||
<text>Hillsfar is the City of Trade. However, the Great Law of Trade only protects "legitimate" trade, trade that passes through the city's sole gate, which the Red Plumes monitor and tax. And the Great Law of Humanity banishes non-humans from the city altogether. The two Great Laws create great demand and great risk for smugglers, who shepherd illicit goods and non-humans into and out of the city by secret routes. The Rogues Guild tightly controls all of this activity, taking its cut from sanctioned jobs and exacting punishment for independent jobs.
|
||||
Perhaps you trafficked Dragon's Breath (a brandy-like liquor) to avoid tariffs or contraband to avoid seizure, or maybe you are a human who sympathizes with the non-humans and worked as part of the network of secret routes and safe houses that helps them pass through Hillsfar. Either way, you have contacts in the smuggling community who can help you slip into and out of the city unnoticed, for a price.
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Feature: Secret Passage</name>
|
||||
<text>You can call on your contacts within the smuggling community to secure secret passage into or out of Hillsfar for yourself and your adventuring companions, no questions asked, and no Red Plume entanglements. Because you're calling in a favor, you can't be certain they will be able to help on your timetable or at all. Your Dungeon Master will determine whether you can be smuggled into or out of the city. In return for your passage, you and your companions may owe the Rouges Guild a favor and/or may have to pay bribes. Note: This feature is a variant of the Sailor feature.
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Suggested Characteristics</name>
|
||||
<text>d8 | Personality Trait
|
||||
1 | When I'm not smuggling, I gamble.
|
||||
2 | I just love Halfling cooking and baking!
|
||||
3 | I party with dwarves whenever I can.
|
||||
4 | I'm a terrible singer, but I love to do it.
|
||||
5 | I was raised to honor Chauntea and still do.
|
||||
6 | The blood sports of the Arena sicken me.
|
||||
7 | I think non-humans are really interesting.
|
||||
8 | I exaggerate the tales of my exploits.
|
||||
|
||||
d6 | Ideal
|
||||
1 | Fair. I think everyone deserves to be treated fairly. I don't play favorites. (Lawful)
|
||||
2 | Impulsive. Planning is often a waste of time. No plan survives contact with reality. It's easier to dive in and deal with the consequences. (Chaotic)
|
||||
3 | Curious. I want to learn as much as I can about the people and places I encounter. (Any)
|
||||
4 | Prepared. I think success depends on preparing as much as possible in advance. (Any)
|
||||
5 | Respectful. I think everyone deserves to be treated with respect and dignity, regardless of their race, creed, color, or origin. (Good)
|
||||
6 | Corrupt. I will break the law or act dishonestly if the money is right. (Evil)
|
||||
|
||||
d6 | Bond
|
||||
1 | I am loyal to the Rogues Guild and would do anything for them.
|
||||
2 | I love the city of Hillsfar and my fellow Hillsfarians, despite the recent problems.
|
||||
3 | I admire the elves. I help them whenever I can.
|
||||
4 | A gnome helped me once. I pay the favor forward.
|
||||
5 | I enjoy tricking the Red Plumes at every opportunity.
|
||||
6 | I smuggled agricultural goods for non-human farmers. I try to help them when I can.
|
||||
|
||||
d6 | Flaw
|
||||
1 | My hatred for the Red Plumes burns so brightly that I have difficulty suppressing It around them.
|
||||
2 | The Red Plumes caught me once before, and I was branded for my crime. If they catch me again, for any offense, the punishment will be dire.
|
||||
3 | I treat all Hillsfarans poorly. I am disgusted with their failure to revolt against the Great Law of Humanity.
|
||||
4 | I have difficulty trusting strangers. Anyone could be a spy for the authorities.
|
||||
5 | I am greedy. There Isn't much I won't do for money.
|
||||
6 | I'm an informant for the Red Plumes. They let me continue my activities, so long as I pass them information about illegal activity in Hillsfar.
|
||||
|
||||
</text>
|
||||
</trait>
|
||||
</background>
|
||||
<background>
|
||||
<name>Secret Identity</name>
|
||||
<proficiency>Deception, Stealth</proficiency>
|
||||
<trait>
|
||||
<name>Description</name>
|
||||
<text>Even though you are a non-human, despite Hillfar's Great Law of Humanity, you continue to live in the City of Trade. You do so by maintaining a secret identity, forging documents, and wearing a disguise. Few, if any, know you aren't human. If you're a halfling or gnome, you pass as a little person or a child. If you're a half-elf, half-orc, or genasi, you disguise your non-human features. Other races use a combination of disguise and concealing clothing to hide. Your reasons for doing so are your own. Perhaps you're a dissident or the agent of a foreign power. Maybe you have a relationship with someone you cannot bear to leave. Regardless, this way of life has taken a heavy toll on you.
|
||||
• Skill Proficiencies: Deception, Stealth
|
||||
• Tool Proficiencies: Disguise kit, Forgery kit
|
||||
• Equipment: A disguise kit, a forgery kit, a set of common clothes, a belt pouch, 5 gp
|
||||
Source: Adventurers League: Rage Of Demons p. 9</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Lifestyle</name>
|
||||
<text>Modest
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Overview</name>
|
||||
<text>Even though you are a non-human, despite Hillsfar's Great Law of Humanity, you continue to live in the City of Trade. You do so by maintaining a secret identity, forging documents, and wearing a disguise. Few, if any, know you aren't human. If you're a halfling or gnome, you pass as a little person or a child. If you're a half-elf, half-orc, or genasi, you disguise your non-human features. Other races use a combination of disguise and concealing clothing to hide. Your reasons for doing so are your own. Perhaps you're a dissident or the agent of a foreign power. Maybe you have a relationship with someone you cannot bear to leave. Regardless, this way of life has taken a heavy toll on you.
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Feature: Secret Identity</name>
|
||||
<text>You have created a secret identity that you use to conceal your true race and that offers a covering explanation for your presence in Hillsfar. In addition, you can forge documents, including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy Note: This feature is a variant of the Charlatan feature.
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Suggested Characteristics</name>
|
||||
<text>d8 | Personality Trait
|
||||
1 | Despite its problems, I love Hillsfar, it's the greatest city in the world. The only one for me.
|
||||
2 | I move from place to place, never staying anywhere long and leaving nothing behind.
|
||||
3 | I think flattery is the best way to direct attention away from me.
|
||||
4 | I don't make friends easily. They're a liability I cannot afford.
|
||||
5 | Risk and danger are exhilarate me. Pulling off schemes and deceptions is a rush.
|
||||
6 | The First Lord is right, humans are superior. I really admire them, despite the atrocities.
|
||||
7 | I avoid people of my own race, as well as things associated with my race, lest they give me away.
|
||||
8 | I live for the Arena. I admire gladiators and enjoy the thrill of blood on the sands!
|
||||
|
||||
d6 | Ideal
|
||||
1 | Quisling. Supporting the rulers of the land and following the laws is the road to salvation. (Lawful)
|
||||
2 | Scoflaw. The laws and lawmakers are corrupt. I follow laws only when it suits me. (Chaotic)
|
||||
3 | Optimist. Everyone Is basically good. Though the government is misguided it will all be okay. (Any)
|
||||
4 | Secretive. I am in the habit of not talking about myself. My business is none of yours. (Any)
|
||||
5 | Heroic. I do everything I can to help non-humans, regardless of the personal cost to me. (Good)
|
||||
6 | Depraved. I have lost my moral compass. The ends justify most any means. (Evil)
|
||||
|
||||
d6 | Bond
|
||||
1 | The humans of Hillsfar have inflicted terrible harm on me, my family, and my race. I will have revenge.
|
||||
2 | I am part of an underground network that smuggles non-humans into and out of the city.
|
||||
3 | I am a partisan. I commit minor acts of defiance against the First Lord and Red Plumes when I can.
|
||||
4 | I am a spy. I report on events in and around Hillsfar.
|
||||
5 | My secret identity is the only thing protecting me from the Arena. I will stop at nothing to maintain it.
|
||||
6 | I am madly in love with a human who does not know my true identity, and I fear rejection if I reveal it.
|
||||
|
||||
d6 | Flaw
|
||||
1 | After years of denying who I am, I now despise myself and other members of my pathetic race.
|
||||
2 | Years of hiding have made me somewhat paranoid. I trust no one.
|
||||
3 | I've been lying so often and for so long that I can't help it anymore. I frequently lie for no reason at all.
|
||||
4 | I am ashamed. I failed to protect a member of my family who was seized and thrown into the Area.
|
||||
5 | I am struggling with maintaining my secret identity. I subconsciously want to get caught and therefore sometimes let my secret identity slip.
|
||||
6 | Years of successfully deceiving others have made me cocky. I think no one can see through my lies.
|
||||
|
||||
</text>
|
||||
</trait>
|
||||
</background>
|
||||
<background>
|
||||
<name>Shade Fanatic</name>
|
||||
<proficiency>Deception, Intimidation</proficiency>
|
||||
<trait>
|
||||
<name>Description</name>
|
||||
<text>You grew up at a time when the wizards of Netheril were at war with the elves of Cormanthor. You recall sitting cross-legged hearing the stories of the glorious Thultanthar, also called the Shade Enclave and the City of Shade, and aspired to study there and maybe even did, for a time. Your dreams came crashing down a few years ago when Thultanthar fell from the sky upon Myth Drannor. You know that there was a Netherese Garrison stationed near Hillsfar and have heard rumors that its downfall came from traitors within the ranks. You remain loyal to Netheril and seek other Shade loyalists and fanatics in the Cormanthor forest and the areas surrounding Hillsfar.
|
||||
• Skill Proficiencies: Deception, Intimidation
|
||||
• Tool Proficiencies: Forgery kit
|
||||
• Languages: Netherese
|
||||
• Equipment: A forgery kit, a transparent cylinder of shadow that has no opening, a signet ring, a set of fine clothes, and 15 gp
|
||||
Source: Adventurers League: Rage Of Demons p. 10</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Lifestyle</name>
|
||||
<text>Modest
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Overview</name>
|
||||
<text>You grew up at a time when the wizards of Netheril were at war with the elves of Cormanthor. You recall sitting cross-legged hearing the stories of the glorious Thultanthar, also called the Shade Enclave and the City of Shade, and aspired to study there and maybe even did, for a time. Your dreams came crashing down a few years ago when Thultanthar fell from the sky upon Myth Drannor.
|
||||
You know that there was a Netherese Garrison stationed near Hillsfar and have heard rumors that its downfall came from traitors within the ranks. You remain loyal to Netheril and seek other Shade loyalists and fanatics in the Cormanthor forest and the areas surrounding Hillsfar.
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Feature: Secret Society</name>
|
||||
<text>You have a special way of communicating with others who feel the same way you do about the Shade. When you enter a village or larger city you can identify contact who will give you information on those that would hinder your goals and those would help you simply because of your desire to see the Shade Enclave return in all its glory. Note: This feature is a variant of the Criminal feature.
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Suggested Characteristics</name>
|
||||
<text>d8 | Personality Trait
|
||||
1 | I am a bully; I try to hide it though.
|
||||
2 | I let my actions speak for themselves
|
||||
3 | I am important; I will not let anyone forget that.
|
||||
4 | You are either with me or against me.
|
||||
5 | I know it is only a time before I am betrayed by those I care for.
|
||||
6 | I never understand why people get so emotional.
|
||||
7 | They are out to get me. It is only my cunning that keeps me ahead of them
|
||||
8 | Everyone has a choice, the one I make is always right though.
|
||||
|
||||
d6 | Ideal
|
||||
1 | Hope. I know even if I need do evil acts, history will be my redemption. (Chaos)
|
||||
2 | Dedicated. I can do anything I put my mind to (Lawful)
|
||||
3 | Exciting. I have found the truth of the Shadovar and want to share it with everyone. (Any)
|
||||
4 | Frugal. I horde my possessions knowing that someday I will be called upon to give everything I have to the cause (Any)
|
||||
5 | Eloquent. I use my words to sway others to my beliefs. (Any)
|
||||
6 | Compassionate. It is through love that others will join in our cause. (Good)
|
||||
|
||||
d6 | Bond
|
||||
1 | They say the Shade broke the bonds of mortality; I want to find out how.
|
||||
2 | The whispers in my head remind me that there is power to be found in the shadows.
|
||||
3 | For the glory of Netheril, I will grow in power.
|
||||
4 | I once lived in Hillsfar, I was chased out before I was able to say farewell.
|
||||
5 | My true love was a killed by the Red Plumes; I plot to make them suffer.
|
||||
6 | I had a loved one die in the arena at Hillsfar; I am out to prove I am stronger than them!
|
||||
|
||||
d6 | Flaw
|
||||
1 | I always over exaggerate my abilities.
|
||||
2 | I cannot bear to let those I care for out of my sight.
|
||||
3 | I am incapable of standing up for myself.
|
||||
4 | The group I am with has committed atrocities; I am always worried their actions will become public.
|
||||
5 | I always enjoy a good mug of ale... or five.
|
||||
6 | I know what I do is wrong, but am afraid to speak up about it.
|
||||
|
||||
</text>
|
||||
</trait>
|
||||
</background>
|
||||
<background>
|
||||
<name>Trade Sheriff</name>
|
||||
<proficiency>Investigation, Persuasion</proficiency>
|
||||
<trait>
|
||||
<name>Description</name>
|
||||
<text>You are one of the many people that make sure the trade routes are clear at ALL times. You assure that the Great Law of Trade is followed at all costs. You work by yourself or in groups to quell bandits and brigands who might stop trade routes from going through. You investigate potential ambushes and possible rumors as to someone wanting to rob or stop caravans. You are as much an investigator as you are law enforcement. You are able to go into a town/village around the Hillsfar area and find a contact that is willing to give you information from rumor to fact. This sometimes comes at a cost of a minor bribe of 1-9 silver pieces.
|
||||
• Skill Proficiencies: Investigation, Persuasion
|
||||
• Tool Proficiencies: Thieves' tools
|
||||
• Languages: Elvish
|
||||
• Equipment: Thieves' tools, a gray cloak, Sheriff's insignia (badge) a set of fine clothes, and 17 gp
|
||||
Source: Adventurers League: Rage Of Demons p. 11</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Lifestyle</name>
|
||||
<text>Modest
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Overview</name>
|
||||
<text>You are one of the many people that make sure the trade routes are clear at ALL times. You assure that the Great Law of Trade is followed at all costs. You work by yourself or in groups to quell bandits and brigands who might stop trade routes from going through. You investigate potential ambushes and possible rumors as to someone wanting to rob or stop caravans. You are as much an investigator as you are law enforcement.
|
||||
You are able to go into a town/village around the Hillsfar area and find a contact that is willing to give you information from rumor to fact. This sometimes comes at a cost of a minor bribe of 1-9 silver pieces.
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Feature: Investigative Services</name>
|
||||
<text>You are part of a small force outside of Hillsfar. You have a special way of communicating with others and they seem to be at ease around you. You can invoke your rank to allow you access to a crime scene or to requisition equipment or horses on a temporary basis. When you enter a town or village around Hillsfar you can identify a contact who will give you information on the local rumors and would help you simply because of your desire to get answers and information for anyone wanting to disrupt trade. Note: This feature is a variant of the soldier feature.
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Suggested Characteristics</name>
|
||||
<text>d8 | Personality Trait
|
||||
1 | I am always polite and respectful
|
||||
2 | I let my actions speak for themselves
|
||||
3 | I am haunted by my past having seen the murder of a close friend or family member and it is the one case I always needed to solve but have not been able to.
|
||||
4 | I am quick to judge and slow to vindicate
|
||||
5 | I can be very persuasive and am able to ask quest ions where others might not be able to.
|
||||
6 | I have a quirky personality that seems to take others off their guard.
|
||||
7 | My sense of humor is considered by most to be awkward.
|
||||
8 | Everyone has a choice, and they can always make the right choice, mine!
|
||||
|
||||
d6 | Ideal
|
||||
1 | Hope. my job is to speak for the victim (Good)
|
||||
2 | Dedicated. Once I start an investigation, until told to do so, I do not quit, not matter where it leads. (Lawful)
|
||||
3 | Nation. My city, nation, or people are all that matter. (Any)
|
||||
4 | Mercenary. When I do investigations, I expect answers immediately. (Any)
|
||||
5 | Eloquent. I use my words to sway others to give me answers. (Good)
|
||||
6 | Might. It is through threats and force that I get my answers. (Lawful)
|
||||
|
||||
d6 | Bond
|
||||
1 | To this day an unsolved case will always leave me haunted and bother me.
|
||||
2 | Through the might of my personality I will solve an investigation or puzzle.
|
||||
3 | It is my right to believe what I will, just try and stop me.
|
||||
4 | I need to prove my worth to my fellow Sheriffs
|
||||
5 | Someone I cared for died under suspicious circumstances. I will find out what happened to them and bring their killer to justice.
|
||||
6 | I speak for those that cannot speak for themselves.
|
||||
|
||||
d6 | Flaw
|
||||
1 | I always over exaggerate my abilities.
|
||||
2 | I cannot bear to let those I care for out of my sight.
|
||||
3 | I took a bribe to tank an investigation and I would do anything to keep it secret.
|
||||
4 | I have little respect for those that are of "low" intelligence/race.
|
||||
5 | I always enjoy a good mug of ale... or five to cover up my past.
|
||||
6 | I speak for the First Lord of Hillsfar and make sure everyone knows it.
|
||||
|
||||
</text>
|
||||
</trait>
|
||||
</background>
|
||||
</compendium>
|
||||
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,212 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<item>
|
||||
<name>Battle Standard of Infernal Power</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>This hell-forged battle standard is made of infernal iron and fitted with a small, unopenable cage containing a quasit. The trapped quasit is incapacitated, and its cage has AC 19, 10 hit points, and immunity to all types of damage except force damage. If killed or somehow released, the quasit disappears in a cloud of smoke, and a new one appears in the cage, provided the cage is intact.
|
||||
While you hold the banner, your weapon attacks and those of all allied creatures within 300 feet of you count as magical for the purposes of overcoming damage immunities and resistances.
|
||||
Source: Baldur's Gate: Descent Into Avernus p. 223</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Blade of Avernus</name>
|
||||
<detail>Melee Weapon</detail>
|
||||
<type>M</type>
|
||||
<weight>3</weight>
|
||||
<property>V</property>
|
||||
<dmg1>1d8</dmg1>
|
||||
<dmg2>1d10</dmg2>
|
||||
<dmgType>S</dmgType>
|
||||
<text>You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage.
|
||||
When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the DM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit.
|
||||
Random Properties: The sword has the following randomly determined properties, as described in chapter 7 of the Dungeon Master's Guide:
|
||||
• 2 minor beneficial properties
|
||||
• 1 major beneficial property
|
||||
• 1 major detrimental property, which is suppressed while the sword is attuned to an archdevil
|
||||
Ruler of Avernus: As an action, you can point this sword at one devil you can see within 60 feet of you. That devil must succeed on a DC 22 Charisma saving throw or be charmed by you for 1 hour. While charmed in this way, the devil follows your orders to the best of its ability. If you command the devil to do something it perceives as suicidal, the effect ends and you can no longer use this power of the sword against that devil.
|
||||
Infernal Recall: As an action, you can use the sword to cast word of recall. Creatures transported by this spell appear in an unoccupied space within 30 feet of the current ruler of Avernus, or a sanctuary you designate if you rule Avernus.
|
||||
Destroying the Sword: The sword can be destroyed by casting it into the River Styx or melting it down in the forge that created it.
|
||||
Source: Baldur's Gate: Descent Into Avernus p. 150</text>
|
||||
<roll>6d8</roll>
|
||||
</item>
|
||||
<item>
|
||||
<name>Candle Mace</name>
|
||||
<detail>simple Weapon, Melee Weapon</detail>
|
||||
<type>M</type>
|
||||
<weight>4</weight>
|
||||
<property></property>
|
||||
<dmg1>1d6</dmg1>
|
||||
<dmgType>B</dmgType>
|
||||
<text>The head of this mace sheds bright light in a 5-foot-radius and dim light for an additional 5 feet. When you wield this mace, you can extinguish or ignite its light as an action.
|
||||
Source: Baldur's Gate: Descent Into Avernus p. 39</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Fane-Eater</name>
|
||||
<detail>Melee Weapon</detail>
|
||||
<type>M</type>
|
||||
<weight>4</weight>
|
||||
<property>V</property>
|
||||
<dmg1>1d8</dmg1>
|
||||
<dmg2>1d10</dmg2>
|
||||
<dmgType>S</dmgType>
|
||||
<text>Fane-Eater is a battleaxe belonging to Arkhan the Cruel.
|
||||
You gain a +3 bonus to attack and damage rolls with Fane-Eater. If you attack a creature with this weapon and roll a 20 on the attack roll, the creature takes an extra 2d8 necrotic damage, and you regain a number of hit points equal to the necrotic damage taken.
|
||||
Source: Baldur's Gate: Descent Into Avernus p. 223</text>
|
||||
<roll>2d8</roll>
|
||||
</item>
|
||||
<item>
|
||||
<name>Gauntlets of Flaming Fury</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>While you wear both of these steel gauntlets, any non- magical weapon you grasp with either gauntlet is treated as a magic weapon. As a bonus action, you can use the gauntlets to cause magical flames to envelop one or two melee weapons in your grasp. Each flaming weapon deals an extra 1d6 fire damage on a hit. The flames last until you sheath or let go of either weapon. Once used, this property can't be used again until the next dawn.
|
||||
Source: Baldur's Gate: Descent Into Avernus p. 223</text>
|
||||
<roll>1d6</roll>
|
||||
</item>
|
||||
<item>
|
||||
<name>Helm of Devil Command</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>This bulky, eyeless helmet is made for a pit fiend but magically resizes to fit the heads of other wearers.
|
||||
While wearing the helm, you can see out of it as though you weren't wearing it. In addition, you know the exact location and type of all devils within 1,000 feet of you. You can telepathically communicate with a devil within range, or you can broadcast your thoughts to all devils within range. The devils receiving your broadcasted thoughts have no special means of replying to them.
|
||||
The helm has 3 charges. As an action, you can expend 1 charge to cast dominate monster (save DC 21), which affects devils only. (The spell fails and the charge is wasted if you target any creature that's not a devil.) If a devil can see you when you cast this spell on it, the devil knows you tried to charm it. The helm regains all its charges 24 hours after its last charge is expended.
|
||||
If you are not a devil, using the helm's dominate monster property in the Nine Hells has a 20 percent chance of attracting a narzugon, which arrives on the back of a nightmare mount in 1d4 hours. The narzugon tries to recover the helm, killing you if necessary to obtain it. If it gets the helm, the narzugon tries to deliver it to its infernal master.
|
||||
Source: Baldur's Gate: Descent Into Avernus p. 223</text>
|
||||
<roll>1d4</roll>
|
||||
</item>
|
||||
<item>
|
||||
<name>Infernal Puzzle Box</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>An infernal puzzle box is a cube-shaped container 5 to 6 inches on a side, composed of airtight, interlocking parts made from materials found in the Nine Hells. Most of these boxes are made of infernal iron, though some are carved from bone or horn. Infernal puzzle boxes are used to safeguard diabolical contracts signed between devils and mortals, even after the terms of these contracts are fulfilled. An empty infernal puzzle box weighs 3 pounds regardless of the materials used to fashion it.
|
||||
When an object small enough to fit inside an infernal puzzle box is placed in it, the container magically seals shut around the object, and no magic can force the box open. The sealed box becomes immune to all damage as well. Every infernal puzzle box is constructed with a unique means of opening it. The trick to solving the puzzle is always mundane, never magical. Once a creature figures out the trick or sequence of steps needed to open a particular infernal puzzle box, that creature can open the box as an action, allowing access to the box's contents.
|
||||
A creature that spends 1 hour holding an infernal puzzle box while trying to open it can make a DC 30 Intelligence (Investigation) check. If the check succeeds, the creature figures out the trick or sequence of steps needed to open the box. If the check fails by 5 or more, the creature must make a DC 18 Wisdom saving throw, taking 42 (12d6) psychic damage on a failed save, or half as much damage on a successful one.
|
||||
Source: Baldur's Gate: Descent Into Avernus p. 224</text>
|
||||
<roll>12d6</roll>
|
||||
</item>
|
||||
<item>
|
||||
<name>Matalotok</name>
|
||||
<detail>Melee Weapon</detail>
|
||||
<type>M</type>
|
||||
<weight>2</weight>
|
||||
<property>V</property>
|
||||
<dmg1>1d8</dmg1>
|
||||
<dmg2>1d10</dmg2>
|
||||
<dmgType>B</dmgType>
|
||||
<range>20/60</range>
|
||||
<text>Matalotok, the Frost Father, is an ancient hammer fashioned by Thrym, the god of frost giants. The favored weapon of the demon lord Kostchtchie, Matalotok is frigid to the touch and wreathed in mist.
|
||||
You are immune to cold damage while holding Matalotok. Whenever it deals damage to a creature, the hammer radiates a burst of intense cold in a 30-foot-radius sphere. Each creature in that area takes 10 (3d6) cold damage.
|
||||
Source: Baldur's Gate: Descent Into Avernus p. 224</text>
|
||||
<roll>3d6</roll>
|
||||
</item>
|
||||
<item>
|
||||
<name>Obsidian Flint Dragon Plate</name>
|
||||
<detail>Heavy Armor</detail>
|
||||
<type>HA</type>
|
||||
<weight>65</weight>
|
||||
<property></property>
|
||||
<ac>18</ac>
|
||||
<stealth>1</stealth>
|
||||
<strength>15</strength>
|
||||
<text>You gain a +2 bonus to AC and resistance to poison damage while you wear this armor. In addition, you gain advantage on ability checks and saving throws made to avoid or end the grappled condition on yourself.
|
||||
The wearer has disadvantage on Stealth (Dexterity) checks.
|
||||
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
|
||||
Source: Baldur's Gate: Descent Into Avernus p. 224</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Shatterstick</name>
|
||||
<detail>Other</detail>
|
||||
<type>G</type>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>A shatterstick is a nonmagical, 12-inch-long, 4-pound stake made of blue-tinged infernal iron mined on Cania, the eighth layer of the Nine Hells. When embedded in earth or pounded into solid rock, the stake emits a seismic vibration in a 20-foot radius centered on itself for 1 minute, shaking the ground in that area for the duration. When the effects ends, the shatterstick breaks apart, becoming useless, and all structures within 20 feet of it take 35 (10d6) bludgeoning damage.
|
||||
Source: Baldur's Gate: Descent Into Avernus p. 99</text>
|
||||
<roll>10d6</roll>
|
||||
</item>
|
||||
<item>
|
||||
<name>Shield of the Hidden Lord</name>
|
||||
<detail>Shield</detail>
|
||||
<type>S</type>
|
||||
<weight>6</weight>
|
||||
<property></property>
|
||||
<ac>2</ac>
|
||||
<text>The Shield of the Hidden Lord is of celestial origin and serves as a prison for the pit fiend Gargauth, whose mortal followers revere it as a god. Over time, Gargauth's evil has warped the shield's appearance, so that its celestial motif and designs have become twisted into a fiendish face that subtly moves in disturbing ways.
|
||||
While holding this shield, you gain a +2 bonus to AC and resistance to fire damage.
|
||||
Sentience: The Shield of the Hidden Lord is sentient as long as it imprisons Gargauth. While sentient, the shield has the following properties:
|
||||
• The shield has an Intelligence of 22, a Wisdom of 18, and a Charisma of 24, as well as hearing and truesight out to a range of 120 feet.
|
||||
• The shield can speak, read, and understand Common and Infernal, and it can communicate telepathically with any creature it can sense within 120 feet of it. Its voice is a deep, hollow whisper.
|
||||
• The shield has 3 charges. You can use an action to expend 1 charge to cast fireball or 2 charges to cast wall of fire from the shield (save DC 21 for each). The wall of fire spell lasts for 1 minute (no concentration required). The shield regains all expended charges daily at dawn.
|
||||
• Anytime during your turn, the shield can choose to radiate an aura of dread for 1 minute. (This is not a power of the shield that you control.) Any creature hostile to you that starts its turn within 20 feet of the shield must make a DC 18 Wisdom saving throw. On a failed save, the creature is frightened until the start of its next turn. On a successful save, the creature is immune to this power of the shield for the next 24 hours. Once the shield uses this power, it can't use it again until the next dawn.
|
||||
Gargauth's Personality: Gargauth desperately seeks freedom but can't escape on its own. The pit fiend won't reveal its true nature, referring to itself only as the Hidden Lord. It drops hints and subtle suggestions that it is an angel trapped in an unholy prison. If released from the shield, the pit fiend honors the terms of whatever bargain it struck to facilitate its escape.
|
||||
While trapped in the shield, Gargauth carefully steers the shield's current owner toward committing acts of cruelty and domination, hoping to condemn the individual's soul to the Nine Hells. Conflict occurs if the shield's owner does anything that would make it more difficult for Gargauth to escape its prison, such as leaving the shield in a place where others are unlikely to find it.
|
||||
Gargauth doesn't know how to escape from the shield. The pit fiend believes (incorrectly) that it can break free of the shield if it's brought to the Nine Hells, for it's convinced that the shield's powers are weaker there.
|
||||
Freeing Gargauth: Casting dispel evil and good on the shield has a 1 percent chance of freeing the pit fiend, or automatically succeeds if the spell is cast by a solar, a planetar, or an archdevil. A god can release the pit fiend by touching the shield and speaking Gargauth's name. When released, Gargauth appears in a random, unoccupied space as close to the shield as possible.
|
||||
Source: Baldur's Gate: Descent Into Avernus p. 225</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Soul Coin</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>Soul coins are about 5 inches across and about an inch thick, minted from infernal iron. Each coin weighs one-third of a pound, and is inscribed with Infernal writing and a spell that magically binds a single soul to the coin. Because each soul coin has a unique soul trapped within it, each has a story. A creature might have been imprisoned as a result of defaulting on a deal, while another might be the victim of a night hag's curse.
|
||||
Carrying Soul Coins: To hold a soul coin is to feel the soul bound within it—overcome with rage or fraught with despair.
|
||||
An evil creature can carry as many soul coins as it wishes (up to its maximum weight allowance). A non-evil creature can carry a number of soul coins equal to or less than its Constitution modifier without penalty. A non-evil creature carrying a number of soul coins greater than its Constitution modifier has disadvantage on its attack rolls, ability checks, and saving throws.
|
||||
Using a Soul Coin: A soul coin has 3 charges. A creature carrying the coin can use its action to expend 1 charge from a soul coin and use it to do one of the following:
|
||||
• Drain Life.: You siphon away some of the soul's essence and gain 1d10 temporary hit points.
|
||||
• Query.: You telepathically ask the soul a question and receive a brief telepathic response, which you can understand. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic.
|
||||
Freeing a Soul: Casting a spell that removes a curse on a soul coin frees the soul trapped within it, as does expending all of the coin's charges. The coin itself rusts from within and is destroyed once the soul is released. A freed soul travels to the realm of the god it served or the outer plane most closely tied to its alignment (DM's choice). The souls of lawful evil creatures released from soul coins typically emerge from the River Styx as lemure devils.
|
||||
A soul can also be freed by destroying the coin that contains it. A soul coin has AC 19, 1 hit point for each charge it has remaining, and immunity to all damage except that which is dealt by a hellfire weapon or an infernal war machine's furnace (see "Soul Fuel").
|
||||
Freeing a soul from a soul coin is considered a good act, even if the soul belongs to an evil creature.
|
||||
Hellish Currency: Soul coins are a currency of the Nine Hells and are highly valued by devils. The coins are used among the infernal hierarchy to barter for favors, bribe the unwilling, and reward the faithful for services rendered.
|
||||
Soul coins are created by Mammon and his greater devils on Minauros, the third layer of the Nine Hells, in a vast chamber where the captured souls of evil mortals are bound into the coins. These coins are then distributed throughout the Nine Hells to be used for goods and services, infernal deals, dark bargains, and bribes.
|
||||
Source: Baldur's Gate: Descent Into Avernus p. 225</text>
|
||||
<roll>1d10</roll>
|
||||
</item>
|
||||
<item>
|
||||
<name>Sword of Zariel</name>
|
||||
<detail>Melee Weapon</detail>
|
||||
<type>M</type>
|
||||
<weight>3</weight>
|
||||
<property>V</property>
|
||||
<dmg1>1d8</dmg1>
|
||||
<dmg2>1d10</dmg2>
|
||||
<dmgType>S</dmgType>
|
||||
<text>This longsword belonged to the angel Zariel before her fall from grace. Fashioned from celestial steel, it gives off a faint glow and hum. The weapon chooses who can attune to it and who can't. It desires a wielder who embodies bravery and heroism.
|
||||
Attunement: The sword allows you to attune to it immediately, without having to take a short rest. The first time you attune to the sword, you are transformed into a heavenly, idealized version of yourself, blessed with otherworldly beauty and a touch of heaven in your heart. Neither magic nor divine intervention can reverse this transformation. Your alignment becomes lawful good, and you gain the following traits:
|
||||
• Angelic Language: You can speak, read, and write Celestial.
|
||||
• Celestial Resistance: You have resistance to necrotic and radiant damage.
|
||||
• Divine Presence: Your Charisma score becomes 20, unless it is already 20 or higher.
|
||||
• Feathered Wings: You sprout a beautiful pair of feathered wings that grant you a flying speed of 90 feet and the ability to hover. If you already have a different kind of wings, these new wings replace the old ones, which fall off.
|
||||
• Truesight: Your eyes become luminous pools of silver. You can see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, perceive the original form of a shapechanger or a creature that is transformed by magic, and see into the Ethereal Plane, all within a range of 60 feet.
|
||||
You gain new personality traits, determined by rolling once on each of the following tables. These traits override any conflicting personality trait, ideal, bond, or flaw.
|
||||
You gain new personality traits, determined by rolling once on each of the following tables. These traits override any conflicting personality trait, ideal, bond, or flaw.
|
||||
You gain new personality traits, determined by rolling once on each of the following tables. These traits override any conflicting personality trait, ideal, bond, or flaw.
|
||||
You gain new personality traits, determined by rolling once on each of the following tables. These traits override any conflicting personality trait, ideal, bond, or flaw.
|
||||
You gain new personality traits, determined by rolling once on each of the following tables. These traits override any conflicting personality trait, ideal, bond, or flaw.
|
||||
Holy Light: The sword sheds bright light in a 5-foot radius and dim light for an additional 5 feet. Fiends find the sword's light disconcerting and painful, even if they can't see it, and have disadvantage on attack rolls made within the weapon's radius of bright light.
|
||||
As a bonus action, you can intensify the sword's light, causing it to shed bright light in a 15-foot radius and dim light for an additional 15 feet, or reduce its glow to its normal intensity.
|
||||
Random Properties: The sword has 2 minor beneficial properties.
|
||||
Searing Radiance: The sword deals an extra 9 (2d8) radiant damage to any creature it hits, or 16 (3d10) radiant damage if you're wielding the weapon with two hands. An evil creature that takes this radiant damage must succeed on a DC 17 Constitution saving throw or be blinded until the end of its next turn.
|
||||
Sentience: The Sword of Zariel is a sentient, lawful good item with an Intelligence of 10, a Wisdom of 20, and a Charisma of 18. It has hearing and normal vision out to a range of 30 feet.
|
||||
The sword communicates by transmitting emotion to the creature carrying or wielding it.
|
||||
Truth Seer: While holding the sword, you gain advantage on all Wisdom (Insight) checks.
|
||||
Destroying the Sword: Zariel can destroy the sword simply by grasping it. She couldn't bring herself to do so when she was an angel, but as an archdevil she has no compunction about ridding the multiverse of the weapon. The sword is also destroyed if it's used to shatter the Companion (see "Shattering the Companion"), unless the blade is wielded by an angel of challenge rating 15 or higher, or a good-aligned cleric or paladin of at least 10th level.
|
||||
If Zariel is killed for good (that is, if she dies in the Nine Hells), the sword becomes no harder to destroy than a normal longsword.
|
||||
Source: Baldur's Gate: Descent Into Avernus p. 226</text>
|
||||
<roll>2d8</roll>
|
||||
<roll>3d10</roll>
|
||||
</item>
|
||||
</compendium>
|
||||
@@ -0,0 +1,232 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<monster>
|
||||
<name>Demon Grinder</name>
|
||||
<size>G</size>
|
||||
<type>vehicle (12,000 lb.)</type>
|
||||
<alignment>Unaligned</alignment>
|
||||
<ac>19 (19 while motionless)</ac>
|
||||
<hp>200</hp>
|
||||
<speed>100 ft.</speed>
|
||||
<str>18</str>
|
||||
<dex>10</dex>
|
||||
<con>18</con>
|
||||
<int>0</int>
|
||||
<wis>0</wis>
|
||||
<cha>0</cha>
|
||||
<save></save>
|
||||
<skill></skill>
|
||||
<languages></languages>
|
||||
<cr></cr>
|
||||
<resist></resist>
|
||||
<immune>fire, poison, psychic</immune>
|
||||
<vulnerable></vulnerable>
|
||||
<conditionImmune>blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned, unconscious</conditionImmune>
|
||||
<senses></senses>
|
||||
<trait>
|
||||
<name>Hit Points</name>
|
||||
<text>200 (damage threshold 10, mishap threshold 20)</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Crushing Wheels</name>
|
||||
<text>The Demon Grinder can move through the space of any Large or smaller creature. When it does, the creature must succeed on a DC 11 Dexterity saving throw or take 22 (4d10) bludgeoning damage and be knocked prone. If the creature was already prone, it takes an extra 22 (4d10) bludgeoning damage. This trait can't be used against a particular creature more than once each turn.</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Magic Weapons</name>
|
||||
<text>The Demon Grinder's weapon attacks are magical.</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Prone Deficiency</name>
|
||||
<text>If the Demon Grinder rolls over and falls prone, it can't right itself and is incapacitated until flipped upright.</text>
|
||||
</trait>
|
||||
<action>
|
||||
<name>Helm (Requires 1 Crew and Grants Three-Quarters Cover)</name>
|
||||
<text>Drive and steer the Demon Grinder.</text>
|
||||
</action>
|
||||
<action>
|
||||
<name>Chomper (Requires 1 Crew and Grants Half Cover)</name>
|
||||
<text>Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 25 (6d6 + 4) piercing damage. A target reduced to 0 hit points by this damage is ground to bits and spit out through pipes on both sides of the Demon Grinder.Any nonmagical items the target was holding or carrying are destroyed as well.</text>
|
||||
<attack>Chomper (Requires 1 Crew and Grants Half Cover)|+9|6d6+4</attack>
|
||||
</action>
|
||||
<action>
|
||||
<name>Wrecking Ball (Requires 1 Crew and Grants Half Cover)</name>
|
||||
<text>Melee Weapon Attack: +9 to hit, reach 15 ft., one target. 40 (8d8 + 4) bludgeoning damage. Double the damage if the target is an object or a structure.</text>
|
||||
<attack>Wrecking Ball (Requires 1 Crew and Grants Half Cover)|+9|8d8+4</attack>
|
||||
</action>
|
||||
<action>
|
||||
<name>2 Harpoon Flingers (Each Station Requires 1 Crew and Grants Half Cover)</name>
|
||||
<text>Ranged Weapon Attack: +5 to hit, range 120 ft., one target. 9 (2d8) piercing damage.</text>
|
||||
<attack>2 Harpoon Flingers (Each Station Requires 1 Crew and Grants Half Cover)|+5|2d8</attack>
|
||||
</action>
|
||||
<description>A Demon Grinder is a bulky, armored coach that rumbles loudly as it crushes obstacles and enemies in its path with the help of a swinging wrecking ball. Iron jaws are mounted on the front of the vehicle, which handles like a garbage truck.
|
||||
Source: Baldur's Gate: Descent Into Avernus p. 219</description>
|
||||
<environment></environment>
|
||||
</monster>
|
||||
<monster>
|
||||
<name>Devil's Ride</name>
|
||||
<size>L</size>
|
||||
<type>vehicle (500 lb.)</type>
|
||||
<alignment>Unaligned</alignment>
|
||||
<ac>23 (19 while motionless)</ac>
|
||||
<hp>30</hp>
|
||||
<speed>120 ft.</speed>
|
||||
<str>14</str>
|
||||
<dex>18</dex>
|
||||
<con>12</con>
|
||||
<int>0</int>
|
||||
<wis>0</wis>
|
||||
<cha>0</cha>
|
||||
<save></save>
|
||||
<skill></skill>
|
||||
<languages></languages>
|
||||
<cr></cr>
|
||||
<resist></resist>
|
||||
<immune>fire, poison, psychic</immune>
|
||||
<vulnerable></vulnerable>
|
||||
<conditionImmune>blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned, unconscious</conditionImmune>
|
||||
<senses></senses>
|
||||
<trait>
|
||||
<name>Hit Points</name>
|
||||
<text>30 (damage threshold 5, mishap threshold 10)</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Jump</name>
|
||||
<text>If the Devil's Ride moves at least 30 feet in a straight line, it can clear a distance of up to 60 feet when jumping over a chasm, ravine, or other gap. Each foot it clears on the jump costs a foot of movement.</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Prone Deficiency</name>
|
||||
<text>If the Devil's Ride falls prone, it can't right itself and is incapacitated until pulled upright.</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Stunt</name>
|
||||
<text>On its turn, the driver of the Devil's Ride can expend 10 feet of movement to perform one free vehicle stunt, such as a wheelie or a burnout. Before the stunt can be performed, the Devil's Ride must move at least 10 feet in a straight line. If the driver succeeds on a DC 10 Dexterity check using the bike's Dexterity, the stunt is successful. Otherwise, the driver is unable to perform the stunt and can't attempt another stunt until the start of its next turn. If the check fails by 5 or more, the Devil's Ride and all creatures riding it immediately fall prone as the bike wipes out and comes to a dead stop.</text>
|
||||
</trait>
|
||||
<action>
|
||||
<name>Helm (Requires 1 Crew and Grants Half Cover)</name>
|
||||
<text>Drive and steer the Devil's Ride.</text>
|
||||
</action>
|
||||
<reaction>
|
||||
<name>Juke</name>
|
||||
<text>If the Devil's Ride is able to move, the driver can use its reaction to grant the Devil's Ride advantage on a Dexterity saving throw.</text>
|
||||
</reaction>
|
||||
<description>A Devil's Ride is a two-wheeled infernal war machine that handles like a motorcycle. It has spiked wheels, a screaming engine, and a cowl shaped vaguely like a grinning devil's visage, with horns for handle bars. What the vehicle lacks in weapons, it makes up for with speed and maneuverability.
|
||||
Source: Baldur's Gate: Descent Into Avernus p. 218</description>
|
||||
<environment></environment>
|
||||
</monster>
|
||||
<monster>
|
||||
<name>Scavenger</name>
|
||||
<size>H</size>
|
||||
<type>vehicle (9,000 lb.)</type>
|
||||
<alignment>Unaligned</alignment>
|
||||
<ac>20 (19 while motionless)</ac>
|
||||
<hp>150</hp>
|
||||
<speed>100 ft.</speed>
|
||||
<str>20</str>
|
||||
<dex>12</dex>
|
||||
<con>20</con>
|
||||
<int>0</int>
|
||||
<wis>0</wis>
|
||||
<cha>0</cha>
|
||||
<save></save>
|
||||
<skill></skill>
|
||||
<languages></languages>
|
||||
<cr></cr>
|
||||
<resist></resist>
|
||||
<immune>fire, poison, psychic</immune>
|
||||
<vulnerable></vulnerable>
|
||||
<conditionImmune>blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned, unconscious</conditionImmune>
|
||||
<senses></senses>
|
||||
<trait>
|
||||
<name>Hit Points</name>
|
||||
<text>150 (damage threshold 10, mishap threshold 20)</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Crushing Wheels</name>
|
||||
<text>The Scavenger can move through the space of any Large or smaller creature. When it does, the creature must succeed on a DC 12 Dexterity saving throw or take 16 (3d10) bludgeoning damage and be knocked prone. If the creature was already prone, it takes an extra 16 (3d10) bludgeoning damage. This trait can't be used against a particular creature more than once each turn.</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Magic Weapons</name>
|
||||
<text>The Scavenger's weapon attacks are magical.</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Prone Deficiency</name>
|
||||
<text>If the Scavenger rolls over and falls prone, it can't right itself and is incapacitated until flipped upright.</text>
|
||||
</trait>
|
||||
<action>
|
||||
<name>Helm (Requires 1 Crew and Grants Three-Quarters Cover)</name>
|
||||
<text>Drive and steer the Scavenger.</text>
|
||||
</action>
|
||||
<action>
|
||||
<name>Grappling Claw (Requires 1 Crew and Grants Half Cover)</name>
|
||||
<text>Melee Weapon Attack: +10 to hit, reach 15 ft., one target. The target is grappled (escape DC 12). If the target is a creature, it is restrained until the grapple ends.The grappling claw can grapple only one target at a time, and the claw's operator can use a bonus action to make the claw release whatever it's holding.</text>
|
||||
</action>
|
||||
<action>
|
||||
<name>2 Harpoon Flingers (Each Station Requires 1 Crew and Grants Half Cover)</name>
|
||||
<text>Ranged Weapon Attack: +6 to hit, range 120 ft., one target. 10 (2d8 + 1) piercing damage.</text>
|
||||
<attack>2 Harpoon Flingers (Each Station Requires 1 Crew and Grants Half Cover)|+6|2d8+1</attack>
|
||||
</action>
|
||||
<description>The Scavenger handles like a small bus and is used to sift through battlefield detritus for scrap metal and other materials worth salvaging. Attached to the back of the vehicle is a swinging crane with an iron grappling claw fastened to the end of a winch and a 50-foot-long chain.
|
||||
Source: Baldur's Gate: Descent Into Avernus p. 219</description>
|
||||
<environment></environment>
|
||||
</monster>
|
||||
<monster>
|
||||
<name>Tormentor</name>
|
||||
<size>H</size>
|
||||
<type>vehicle (3,000 lb.)</type>
|
||||
<alignment>Unaligned</alignment>
|
||||
<ac>21 (19 while motionless)</ac>
|
||||
<hp>60</hp>
|
||||
<speed>100 ft.</speed>
|
||||
<str>16</str>
|
||||
<dex>14</dex>
|
||||
<con>14</con>
|
||||
<int>0</int>
|
||||
<wis>0</wis>
|
||||
<cha>0</cha>
|
||||
<save></save>
|
||||
<skill></skill>
|
||||
<languages></languages>
|
||||
<cr></cr>
|
||||
<resist></resist>
|
||||
<immune>fire, poison, psychic</immune>
|
||||
<vulnerable></vulnerable>
|
||||
<conditionImmune>blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned, unconscious</conditionImmune>
|
||||
<senses></senses>
|
||||
<trait>
|
||||
<name>Hit Points</name>
|
||||
<text>60 (damage threshold 10, mishap threshold 20)</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Crushing Wheels</name>
|
||||
<text>The Tormentor can move through the space of any Medium or smaller creature.When it does, the creature must succeed on a DC 13 Dexterity saving throw or take 11 (2d10) bludgeoning damage and be knocked prone.If the creature was already prone, it takes an extra 11 (2d10) bludgeoning damage.This trait can't be used against a particular creature more than once each turn.</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Prone Deficiency</name>
|
||||
<text>If the Tormentor rolls over and falls prone, it can't right itself and is incapacitated until flipped upright.</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Magic Weapons</name>
|
||||
<text>The Tormentor's weapon attacks are magical.</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Raking Scythes</name>
|
||||
<text>When the Tormentor moves within 5 feet of a creature that isn't prone or another vehicle for the first time on a turn, it can rake the creature or vehicle with its protruding blades for 13 (2d10 + 2) slashing damage. A creature moves out of the way and takes no damage if it succeeds on a DC 13 Dexterity saving throw.A vehicle moves out of the way and takes no damage if its driver succeeds on the saving throw.</text>
|
||||
</trait>
|
||||
<action>
|
||||
<name>(Requires 1 Crew and Grants Three-Quarters Cover)</name>
|
||||
<text>Drive and steer the Tormentor</text>
|
||||
</action>
|
||||
<action>
|
||||
<name>Harpoon Flinger (Requires 1 Crew and Grants Half Cover)</name>
|
||||
<text>Ranged Weapon Attack: +7 to hit, range 120 ft., one target. 11 (2d8 + 2) piercing damage.</text>
|
||||
<attack>Harpoon Flinger (Requires 1 Crew and Grants Half Cover)|+7|2d8+2</attack>
|
||||
</action>
|
||||
<reaction>
|
||||
<name>Juke</name>
|
||||
<text>If the Tormentor is able to move, the driver can use its reaction to grant the Tormentor advantage on a Dexterity saving throw.</text>
|
||||
</reaction>
|
||||
<description>The Tormentor handles like a dune buggy and is designed for raiding and scouting. Bladed iron wheels drive the vehicle forward.
|
||||
Source: Baldur's Gate: Descent Into Avernus p. 218</description>
|
||||
<environment></environment>
|
||||
</monster>
|
||||
</compendium>
|
||||
File diff suppressed because it is too large
Load Diff
76
FightClub5eXML/Sources/CurseOfStrahd/backgrounds-cos.xml
Normal file
76
FightClub5eXML/Sources/CurseOfStrahd/backgrounds-cos.xml
Normal file
@@ -0,0 +1,76 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<background>
|
||||
<name>Haunted One</name>
|
||||
<proficiency></proficiency>
|
||||
<trait>
|
||||
<name>Description</name>
|
||||
<text>You are haunted by something so terrible that you dare not speak of it. You've tried to bury it and run away from it, to no avail. Whatever this thing is that haunts you can't be slain with a sword or banished with a spell. It might come to you as a shadow on the wall, a bloodcurdling nightmare, a memory that refuses to die, or a demonic whisper in the dark. The burden has taken its toll, isolating you from most people and making you question your sanity. You must find a way to overcome it before it destroys you.
|
||||
• Skill Proficiencies: Choose two of Arcana, Investigation, Religion, or Survival
|
||||
• Languages: Choose two languages, one of which is exotic (Abyssal, Celestial, Deep Speech, Draconic, Infernal, Primordial, Sylvan, or Undercommon)
|
||||
• Equipment: Monster hunter's pack, a set of common clothes, one trinket of special significance (choose one or roll on the Gothic Trinkets table), and 1 sp
|
||||
Source: Curse of Strahd p. 209</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Feature: Heart of Darkness</name>
|
||||
<text>Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone.
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Harrowing Event</name>
|
||||
<text>Prior to becoming an adventurer, your path in life was defined by one dark moment, one fateful decision, or one tragedy. Now you feel a darkness threatening to consume you, and you fear there may be no hope of escape. Choose a harrowing event that haunts you, or roll 1d10.
|
||||
d10 | Harrowing Event
|
||||
1 | A monster that slaughtered dozens of innocent people spared your life, and you don't know why.
|
||||
2 | You were born under a dark star. You can feel it watching you, coldly and distantly. Sometimes it beckons you in the dead of night.
|
||||
3 | An apparition that has haunted your family for generations now haunts you. You don't know what it wants, and it won't leave you alone.
|
||||
4 | Your family has a history of practicing the dark arts. You dabbled once and felt something horrible clutch at your soul, whereupon you fled in terror.
|
||||
5 | An oni took your sibling one cold, dark night, and you were unable to stop it.
|
||||
6 | You were cursed with lycanthropy and later cured. You are now haunted by the innocents you slaughtered.
|
||||
7 | A hag kidnapped and raised you. You escaped, but the hag still has a magical hold over you and fills your mind with evil thoughts.
|
||||
8 | You opened an eldritch tome and saw things unfit for a sane mind. You burned the book, but its words and images are burned into your psyche.
|
||||
9 | A fiend possessed you as a child. You were locked away but escaped. The fiend is still inside you, but now you try to keep it locked away.
|
||||
10 | You did terrible things to avenge the murder of someone you loved. You became a monster, and it haunts your waking dreams.
|
||||
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Suggested Characteristics</name>
|
||||
<text>You have learned to live with the terror that haunts you. You are a survivor, who can be very protective of those who bring light into your darkened life.
|
||||
d8 | Personality Trait
|
||||
1 | I don't run from evil. Evil runs from me.
|
||||
2 | I like to read and memorize poetry. It keeps me calm and brings me fleeting moments of happiness.
|
||||
3 | I spend money freely and live life to the fullest, knowing that tomorrow I might die.
|
||||
4 | I live for the thrill of the hunt.
|
||||
5 | I don't talk about the thing that torments me. I'd rather not burden others with my curse.
|
||||
6 | I expect danger around every corner.
|
||||
7 | I refuse to become a victim, and I will not allow others to be victimized.
|
||||
8 | I put no trust in divine beings.
|
||||
|
||||
d6 | Ideal
|
||||
1 | I try to help those in need, no matter what the personal cost. (Good)
|
||||
2 | I'll stop the spirits that haunt me or die trying. (Any)
|
||||
3 | I kill monsters to make the world a safer place, and to exorcise my own demons. (Good)
|
||||
4 | I have a dark calling that puts me above the law. (Chaotic)
|
||||
5 | I like to know my enemy's capabilities and weaknesses before rushing into battle. (Lawful)
|
||||
6 | I'm a monster that destroys other monsters, and anything else that gets in my way. (Evil)
|
||||
|
||||
d6 | Bond
|
||||
1 | I keep my thoughts and discoveries in a journal. My journal is my legacy.
|
||||
2 | I would sacrifice my life and my soul to protect the innocent.
|
||||
3 | My torment drove away the person I love. I strive to win back the love I've lost.
|
||||
4 | A terrible guilt consumes me. I hope that I can find redemption through my actions.
|
||||
5 | There's evil in me, I can feel it. It must never be set free.
|
||||
6 | I have a child to protect. I must make the world a safer place for him (or her).
|
||||
|
||||
d6 | Flaw
|
||||
1 | I have certain rituals that I must follow every day. I can never break them.
|
||||
2 | I assume the worst in people.
|
||||
3 | I feel no compassion for the dead. They're the lucky ones.
|
||||
4 | I have an addiction.
|
||||
5 | I am a purveyor of doom and gloom who lives in a world without hope.
|
||||
6 | I talk to spirits that no one else can see.
|
||||
|
||||
</text>
|
||||
</trait>
|
||||
</background>
|
||||
</compendium>
|
||||
272
FightClub5eXML/Sources/CurseOfStrahd/items-cos.xml
Normal file
272
FightClub5eXML/Sources/CurseOfStrahd/items-cos.xml
Normal file
@@ -0,0 +1,272 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<item>
|
||||
<name>Blood Spear</name>
|
||||
<detail>Melee Weapon</detail>
|
||||
<type>M</type>
|
||||
<weight>3</weight>
|
||||
<property>T,V</property>
|
||||
<dmg1>1d6</dmg1>
|
||||
<dmg2>1d8</dmg2>
|
||||
<dmgType>P</dmgType>
|
||||
<range>20/60</range>
|
||||
<text>Kavan was a ruthless chieftain whose tribe lived in the Balinok Mountains centuries before the arrival of Strahd von Zarovich. Although he was very much alive, Kavan had some traits in common with vampires: he slept during the day and hunted at night, he drank the blood of his prey, and he lived underground. In battle, he wielded a spear stained with blood. His was the first blood spear, a weapon that drains life from those it kills and transfers that life to its wielder, imbuing that individual with the stamina to keep fighting.
|
||||
When you hit with a melee attack using this magic spear and reduce the target to 0 hit points, you gain 2d6 temporary hit points.
|
||||
Any creature can wield the spear, but only the character chosen by Kavan to wield it gains a +2 bonus to attack and damage rolls made with this magic weapon.
|
||||
Source: Curse of Strahd p. 221</text>
|
||||
<roll>2d6</roll>
|
||||
</item>
|
||||
<item>
|
||||
<name>Green Copper Ewer</name>
|
||||
<detail>Other</detail>
|
||||
<type>G</type>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>Any poisonous liquid poured into the ewer is instantly transformed into an equal amount of sweet wine. Furthermore, a creature that grasps the ewer's handle can command the ewer to fill with 1 gallon of wine, and it can't produce more wine until the next dawn.
|
||||
Source: Curse of Strahd p. 188</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Gulthias Staff</name>
|
||||
<detail>Staff</detail>
|
||||
<type>ST</type>
|
||||
<weight>4</weight>
|
||||
<property>V</property>
|
||||
<dmg1>1d6</dmg1>
|
||||
<dmg2>1d8</dmg2>
|
||||
<dmgType>B</dmgType>
|
||||
<text>Made from the branch of a Gulthias tree (see the twig blight entry of the Monster Manual), a Gulthias staff is a spongy, black length of wood. Its evil makes beasts visibly uncomfortable while within 30 feet of it. The staff has 10 charges and regains 1d6 + 4 of its expended charges daily at dusk.
|
||||
If the staff is broken or burned to ashes, its wood releases a terrible, inhuman scream that can be heard out to a range of 300 feet. All blights that can hear the scream immediately wither and die.
|
||||
Vampiric Strike: The staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to regain a number of hit points equal to the damage dealt by the weapon. Each time a charge is spent, red blood oozes from the staff's pores, and you must succeed on a DC 12 Wisdom saving throw or be afflicted with short term madness (see "Madness" in chapter 8 of the Dungeon Master's Guide).
|
||||
Blight Bane: While you are attuned to the staff, blights and other evil plant creatures don't regard you as hostile unless you harm them.
|
||||
Source: Curse of Strahd p. 221</text>
|
||||
<roll>1d6+4</roll>
|
||||
</item>
|
||||
<item>
|
||||
<name>Holy Symbol of Ravenkind</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>The Holy Symbol of Ravenkind is a unique holy symbol sacred to the good-hearted faithful of Barovia. It predates the establishment of any church in Barovia. According to legend, it was delivered to a paladin named Lugdana by a giant raven - or an angel in the form of a giant raven. Lugdana used the holy symbol to root out and destroy nests of vampires until her death. The high priests of Ravenloft kept and wore the holy symbol after Lugdana's passing.
|
||||
The holy symbol is a platinum amulet shaped like the sun, with a large crystal embedded in its center.
|
||||
The holy symbol has 10 charges for the following properties. It regains 1d6 + 4 charges daily at dawn.
|
||||
Hold Vampires: As an Action, you can expend 1 charge and present the holy symbol to make it flare with holy power. Vampires and vampire spawn within 30 feet of the holy symbol when it flares must make a DC 15 Wisdom saving throw. On a failed save, a target is paralyzed for 1 minute. It can repeat the saving throw at the end of its turns to end the effect on itself.
|
||||
Turn Undead: If you have the Turn Undead or the Turn the Unholy feature, you can expend 3 charges when you present the holy symbol while using that feature. When you do so, undead have disadvantage on their saving throws against the effect.
|
||||
Sunlight: As an action, you can expend 5 charges while presenting the holy symbol to make it shed bright light in a 30-foot radius and dim light for an additional 30 feet. The light is sunlight and lasts for 10 minutes or until you end the effect (no action required).
|
||||
Source: Curse of Strahd p. 222</text>
|
||||
<roll>1d6+4</roll>
|
||||
</item>
|
||||
<item>
|
||||
<name>Icon of Ravenloft</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight>10</weight>
|
||||
<property></property>
|
||||
<text>The Icon of Ravenloft is a 12-inch tall statuette made of the purest silver, weighing 10 pounds. It depicts a cleric kneeling in supplication.
|
||||
The icon was given to Strahd by the archpriest Ciril Romulich, an old family friend, to consecrate the castle and its chapel.
|
||||
While within 30 feet of the icon, a creature is under the effect of a protection from evil and good spell against fiends and undead. Only a creature attuned to the icon can use its other properties.
|
||||
Augury: You can use an action to cast an augury spell from the icon, with no material components required. Once used, this property can't be used again until the next dawn.
|
||||
Bane of the Undead: You can use the icon as a holy symbol while using the Turn Undead or Turn the Unholy feature. If you do so, increase the save DC by 2.
|
||||
Cure Wounds: While holding the icon, you can take an action to heal one creature that you can see within 30 feet of you. The target regains 3d8 + 3 hit points, unless it is an undead, a construct, or a fiend. Once used, this property can't be used again until the next dawn.
|
||||
Source: Curse of Strahd p. 222</text>
|
||||
<roll>3d8+3</roll>
|
||||
</item>
|
||||
<item>
|
||||
<name>Jakarion's Staff of Frost</name>
|
||||
<detail>major, Staff</detail>
|
||||
<type>ST</type>
|
||||
<weight>4</weight>
|
||||
<property>V</property>
|
||||
<dmg1>1d6</dmg1>
|
||||
<dmg2>1d8</dmg2>
|
||||
<dmgType>B</dmgType>
|
||||
<text>You have resistance to cold damage while you hold this staff.
|
||||
The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: cone of cold (5 charges), fog cloud (1 charge), ice storm (4 charges), or wall of ice (4 charges).
|
||||
The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1. the staff turns to water and is destroyed.
|
||||
Imprinted on this staff is a fragment of a dead wizard's personality. The first character who touches the staff gains the following flaw: "I crave power above all else, and will do anything to obtain more of it." This flaw trumps any conflicting personality trait.
|
||||
Found On: Magic Item Table H
|
||||
Source: Curse of Strahd p. 187</text>
|
||||
<roll>1d6+4</roll>
|
||||
</item>
|
||||
<item>
|
||||
<name>Lost Sword</name>
|
||||
<detail>Melee Weapon</detail>
|
||||
<type>M</type>
|
||||
<weight>2</weight>
|
||||
<property>F,L</property>
|
||||
<dmg1>1d6</dmg1>
|
||||
<dmgType>P</dmgType>
|
||||
<text>The Lost Sword is a sentient lawful good +1 shortsword (Intelligence 11, Wisdom 13, Charisma 13). It has hearing and normal vision out to a range of 120 feet. It communicates by transmitting emotion to the creature carrying or wielding it.
|
||||
The sword's purpose is to fight evil. The sword has the following additional properties:
|
||||
• The sword continually sheds bright light in a 15-foot radius and dim light for an additional 15 feet. Only by destroying the sword can this light be extinguished.
|
||||
• A lawful good creature can attune itself to the sword in 1 minute.
|
||||
• While attuned to the weapon, the sword's wielder can use the sword to cast the crusader's mantle spell. Once used, this property of the sword can't be used again until the next dawn.
|
||||
Source: Curse of Strahd p. 81</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Monster Hunter's Pack</name>
|
||||
<detail>Adventuring Gear</detail>
|
||||
<type>G</type>
|
||||
<weight>48.5</weight>
|
||||
<value>33.0</value>
|
||||
<property></property>
|
||||
<text>Includes:
|
||||
• a chest
|
||||
• a crowbar
|
||||
• a hammer
|
||||
• three wooden stakes
|
||||
• a holy symbol
|
||||
• a holy water (flask)
|
||||
• a set of manacles
|
||||
• a steel mirror
|
||||
• a oil (flask)
|
||||
• a tinderbox
|
||||
• 3 torch
|
||||
Source: Curse of Strahd p. 209</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Order of the Silver Dragon +2 Shield</name>
|
||||
<detail>major, Shield</detail>
|
||||
<type>S</type>
|
||||
<weight>6</weight>
|
||||
<property></property>
|
||||
<ac>2</ac>
|
||||
<text>While holding this shield, you have a +2 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.
|
||||
The shield is emblazoned with a stylized silver dragon that is the emblem of the Order of the Silver Dragon (see Curse of Strahd, chapter 7). The shield whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn't incapacitated.
|
||||
A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.
|
||||
Source: Curse of Strahd p. 68</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Saint Markovia's Thighbone</name>
|
||||
<detail>Melee Weapon</detail>
|
||||
<type>M</type>
|
||||
<weight>4</weight>
|
||||
<property></property>
|
||||
<dmg1>1d6</dmg1>
|
||||
<dmgType>B</dmgType>
|
||||
<text>Saint Markovia's thighbone has the properties of a mace of disruption. If it scores one or more hits against a vampire or a vampire spawn in the course of a single battle, the thighbone crumbles into dust once the battle concludes.
|
||||
As a youth, Markovia followed her heart and became a priest of the Morninglord soon after her eighteenth birthday. She proved to be a charismatic proselytizer and, before the age of thirty, had gained a reputation for allowing no evil to stand before her.
|
||||
Markovia had long considered Strahd a mad tyrant, but only after his transformation into a vampire did she dare to challenge him. As she rallied her followers and prepared to march on Castle Ravenloft, Strahd sent a group of vampire spawn to her abbey. They confronted Markovia and were destroyed to a one.
|
||||
Suffused with confidence born of a righteous victory, Markovia advanced on Castle Ravenloft. A great battle raged from the catacombs to the parapets. In the end, Markovia never returned to Barovia, and Strahd long afterward walked with a limp and a grimace of pain. It is said that he trapped Markovia in a crypt beneath his castle, and her remains linger there yet.
|
||||
The essence of Markovia's saintliness passed partly into her bones as the rest of her body decomposed. Her remaining thighbone is imbued with power that inflicts grievous injury on the undead.
|
||||
Mace of Disruption. When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of you until the end of your next turn.
|
||||
While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
|
||||
Source: Curse of Strahd p. 222</text>
|
||||
<roll>2d6</roll>
|
||||
</item>
|
||||
<item>
|
||||
<name>Statuette of Saint Markovia</name>
|
||||
<detail>Other</detail>
|
||||
<type>G</type>
|
||||
<weight></weight>
|
||||
<value>250.0</value>
|
||||
<property></property>
|
||||
<text>This golden statuette grants any good-aligned creature that carries it a +1 bonus to saving throws.
|
||||
Source: Curse of Strahd p. 152</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Sunsword</name>
|
||||
<detail>Melee Weapon</detail>
|
||||
<type>M</type>
|
||||
<weight>3</weight>
|
||||
<property>F,V</property>
|
||||
<dmg1>1d8</dmg1>
|
||||
<dmg2>1d10</dmg2>
|
||||
<dmgType>R</dmgType>
|
||||
<text>The Sunsword is a unique blade once possessed by Strahd's brother, Sergei von Zarovich. In its original form, it had a platinum hilt and guard, and a thin crystal blade as strong as steel.
|
||||
Strahd employed a powerful wizard named Khazan to destroy the weapon after Sergei's death. The first part of the process required the hilt and the blade to be separated, which Khazan accomplished. While Khazan was busying himself destroying the blade, his apprentice stole the hilt and fled. Khazan later located his apprentice's mutilated corpse in the Svalich Woods, but the hilt was nowhere to be found. To avoid the vampire's wrath, Khazan told Strahd that the entire weapon had been destroyed.
|
||||
The hilt, which is sentient, knows that it can never be reunited with its original crystal blade. It has, however, gained the properties of a sun blade.
|
||||
Sentience: The Sunsword is a sentient chaotic good weapon with an Intelligence of 11, a Wisdom of 17, and a Charisma of 16. It has hearing and normal vision out to a range of 60 feet. The weapon communicates by transmitting emotions to the creature carrying it or wielding it.
|
||||
Personality: The Sunsword's special purpose is to destroy Strahd, not so much because it wants to free the land of Barovia from evil but because it wants revenge for the loss of its crystal blade. The weapon secretly fears its own destruction.
|
||||
Sun blade. This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortsword or longsword, you are proficient with the sun blade.
|
||||
You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage.
|
||||
The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.
|
||||
Source: Curse of Strahd p. 223</text>
|
||||
<roll>1d8</roll>
|
||||
</item>
|
||||
<item>
|
||||
<name>Tome of Strahd</name>
|
||||
<detail>Adventuring Gear</detail>
|
||||
<type>G</type>
|
||||
<weight>5</weight>
|
||||
<property></property>
|
||||
<text>The Tome of Strahd is an ancient work penned by Strahd, a tragic tale of how he came to his fallen state. The book is bound in a thick leather cover with steel hinges and fastenings. The pages are of parchment and very brittle. Most of the book is written in the curious shorthand that only Strahd employs. Stains and age have made most of the work illegible, but several paragraphs remain intact.
|
||||
Source: Curse of Strahd p. 221</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Treebane</name>
|
||||
<detail>Melee Weapon</detail>
|
||||
<type>M</type>
|
||||
<weight>2</weight>
|
||||
<property>V</property>
|
||||
<dmg1>1d8</dmg1>
|
||||
<dmg2>1d10</dmg2>
|
||||
<dmgType>S</dmgType>
|
||||
<text>The axe's handle is carved with leaves and vines, and it weighs half as much as a normal battleaxe. When the axe hits a plant, whether an ordinary plant or a plant creature, the target takes an extra 1d8 slashing damage. When a creature of non-good alignment wields the axe, it sprouts thorns whenever its wielder makes an attack with it. These thorns prick the wielder for 1 piercing damage after the attack is made, and this damage is considered magical.
|
||||
Source: Curse of Strahd p. 198</text>
|
||||
<roll>1d8</roll>
|
||||
</item>
|
||||
<item>
|
||||
<name>Trinket (Gothic)</name>
|
||||
<detail>Adventuring Gear</detail>
|
||||
<type>G</type>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>When you make your character, you can roll once on the Trinkets table to gain a trinket, a simple item lightly touched by mystery. The DM might also use this table. It can help stock a room in a dungeon or fill a creatures pockets.
|
||||
Curse of Strahd. Character Options, Gothic Trinket Table
|
||||
d100 | Trinket
|
||||
01-02 | A picture you drew as a child of your imaginary friend
|
||||
03-04 | A lock that opens when blood is dripped in its keyhole
|
||||
05-06 | Clothes stolen from a scarecrow
|
||||
07-08 | A spinning top carved with four faces: happy, sad, wrathful, and dead
|
||||
09-10 | The necklace of a sibling who died on the day you were born
|
||||
11-12 | A wig from someone executed by beheading
|
||||
13-14 | The unopened letter to you from your dying father
|
||||
15-16 | A pocket watch that runs backward for an hour every midnight
|
||||
17-18 | A winter coat stolen from a dying soldier
|
||||
19-20 | A bottle of invisible ink that can only be read at sunset
|
||||
21-22 | A wineskin that refills when interred with a dead person for a night
|
||||
23-24 | A set of silverware used by a king for his last meal
|
||||
25-26 | A spyglass that always shows the world suffering a terrible storm
|
||||
27-28 | A cameo with the profile's face scratched away
|
||||
29-30 | A lantern with a black candle that never runs out and that burns with green flame
|
||||
31-32 | A teacup from a child's tea set, stained with blood
|
||||
33-34 | A little black book that records your dreams, and yours alone, when you sleep
|
||||
35-36 | A necklace formed of the interlinked holy symbols of a dozen deities
|
||||
37-38 | A hangman's noose that feels heavier than it should
|
||||
39-40 | A birdcage into which small birds fly but once inside never eat or leave
|
||||
41-42 | A lepidopterist's box filled dead moths with skulllike patterns on their wings
|
||||
43-44 | A jar of pickled ghouls' tongues
|
||||
45-46 | The wooden hand of a notorious pirate
|
||||
47-48 | An urn with the ashes of a dead relative
|
||||
49-50 | A hand mirror backed with a bronze depiction of a medusa
|
||||
51-52 | Pallid leather gloves crafted with ivory fingernails
|
||||
53-54 | Dice made from the knuckles of a notorious charlatan
|
||||
55-56 | A ring of keys for forgotten locks
|
||||
57-58 | Nails from the coffin of a murderer
|
||||
59-60 | A key to the family crypt
|
||||
61-62 | A bouquet of funerary flowers that always looks and smells fresh
|
||||
63-64 | A switch used to discipline you as a child
|
||||
65-66 | A music box that plays by itself whenever someone holding it dances
|
||||
67-68 | A walking cane with an iron ferrule that strikes sparks on stone
|
||||
69-70 | A flag from a ship lost at sea
|
||||
71-72 | Porcelain doll's head that always seems to be looking at you
|
||||
73-74 | A wolf's head wrought in silver that is also a whistle
|
||||
75-76 | A small mirror that shows a much older version of the viewer
|
||||
77-78 | Small, worn book of children's nursery rhymes
|
||||
79-80 | A mummified raven claw
|
||||
81-82 | A broken pendent of a silver dragon that's always cold to the touch
|
||||
83-84 | A small locked box that quietly hums a lovely melody at night but you always forget it in the morning
|
||||
85-86 | An inkwell that makes one a little nauseous when staring at it
|
||||
87-88 | An old little doll made from a dark, dense wood and missing a hand and a foot
|
||||
89-90 | A black executioner's hood
|
||||
91-92 | A pouch made of flesh, with a sinew drawstring
|
||||
93-94 | A tiny spool of black thread that never runs out
|
||||
95-96 | A tiny clockwork figurine of a dancer that's missing a gear and doesn't work
|
||||
97-98 | A black wooden pipe that creates puffs of smoke that look like skulls
|
||||
99-00 | A vial of perfume, the scent of which only certain creatures can detect
|
||||
Source: Curse of Strahd p. 2</text>
|
||||
</item>
|
||||
</compendium>
|
||||
@@ -1,62 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<!-- Spells -->
|
||||
<monster>
|
||||
<name>Ebondeath</name>
|
||||
<size>M</size>
|
||||
<type>undead</type>
|
||||
<alignment>Any alignment</alignment>
|
||||
<ac>15</ac>
|
||||
<hp>225 (10d8)</hp>
|
||||
<speed>walk 0 ft., fly 40 ft.</speed>
|
||||
<str>7</str>
|
||||
<dex>13</dex>
|
||||
<con>10</con>
|
||||
<int>10</int>
|
||||
<wis>12</wis>
|
||||
<cha>17</cha>
|
||||
<save></save>
|
||||
<skill></skill>
|
||||
<passive>11</passive>
|
||||
<languages>Any languages it knew in life</languages>
|
||||
<cr>4</cr>
|
||||
<resist>acid, fire, lightning, thunder; bludgeoning, piercing, slashing from nonmagical attacks</resist>
|
||||
<immune>cold, necrotic, poison</immune>
|
||||
<vulnerable></vulnerable>
|
||||
<conditionImmune>charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained</conditionImmune>
|
||||
<senses>darkvision 60 ft.</senses>
|
||||
<trait>
|
||||
<name>Ethereal Sight</name>
|
||||
<text>Ebondeath can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Incorporeal Movement</name>
|
||||
<text>Ebondeath can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Legendary Resistance (3/Day)</name>
|
||||
<text>If the dragon fails a saving throw, it can choose to succeed instead.</text>
|
||||
</trait>
|
||||
<action>
|
||||
<name>Withering Touch</name>
|
||||
<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 17 (4d6 + 3) necrotic damage.</text>
|
||||
<attack>Withering Touch|5|4d6+3</attack>
|
||||
</action>
|
||||
<action>
|
||||
<name>Etherealness</name>
|
||||
<text>Ebondeath enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.</text>
|
||||
</action>
|
||||
<action>
|
||||
<name>Horrifying Visage</name>
|
||||
<text>Each non-undead creature within 60 feet of Ebondeath that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 × 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this Ebondeath's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring.</text>
|
||||
</action>
|
||||
<action>
|
||||
<name>Possession (Recharge 6)</name>
|
||||
<text>One humanoid that Ebondeath can see within 5 feet of it must succeed on a DC 20 Charisma saving throw or be possessed by Ebondeath; Ebondeath then disappears, and the target is incapacitated and loses control of its body. Ebondeath now controls the body but doesn't deprive the target of awareness. Ebondeath can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, including gaining access to the target's knowledge, class features, and proficiencies.</text>
|
||||
<text>The possession lasts until the body drops to 0 hit points, Ebondeath ends it as a bonus action, or Ebondeath is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, Ebondeath reappears in an unoccupied space within 5 feet of the body. The target is immune to Ebondeath Possession for 24 hours after succeeding on the saving throw or after the possession ends.</text>
|
||||
</action>
|
||||
<description>Over a thousand years ago, the black dragon Chardansearavitriol, commonly known as Ebondeath, settled in the Mere of Dead Men, making his lair in the ruined citadel of Uthtower. Ebondeath became a dracolich and was worshiped by the Cult of the Dragon until the death god Myrkul's influence waned across Faerûn and the dragon's bones turned to dust.
|
||||
Source: Divine Contention</description>
|
||||
<environment></environment>
|
||||
</monster>
|
||||
</compendium>
|
||||
32
FightClub5eXML/Sources/DivineContention/items-dc.xml
Normal file
32
FightClub5eXML/Sources/DivineContention/items-dc.xml
Normal file
@@ -0,0 +1,32 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<item>
|
||||
<name>Gnomengarde Grenade</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>This small metallic object is comprised of rune-covered parts made from different metals, linked together with a variety of gears, bands, bits, and bobs. The metals are all different colors, making the grenade shine with a rainbow of color when held up in the light.
|
||||
As a bonus action, a creature can turn a special key to arm the grenade. Once armed, the grenade explodes in a matter of seconds. As an action, the wielder can hurl the grenade up to 120 feet. At the end of their turn, the grenade explodes. All creatures within 60 feet of the grenade when it explodes suffer the following effects:
|
||||
• Each creature must make a DC 15 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much fire damage on a successful one.
|
||||
• Each creature must make a DC 15 Constitution saving throw. On a failed save, it takes 28 (8d6) thunder damage and is stunned until the end of its next turn. On a successful save, it takes half as much thunder damage and is not stunned.
|
||||
• The wielder rolls on the chart* for the wand of wonder three times, rerolling any duplicate results. Any effects that specify a target affect all creatures in range of the grenade when it explodes. Any effects that would affect the wielder of the wand instead affect the closest creature to the grenade when it goes off.
|
||||
The grenade explodes immediately if a creature places it in an extradimensional space or teleports while in possession of it. The effects of the explosion will be felt at both the origin and terminus of the teleportation, but only affecting all creatures within 30 feet of either location.
|
||||
Source: Essentials Kit: Divine Contention</text>
|
||||
<roll>8d6</roll>
|
||||
</item>
|
||||
<item>
|
||||
<name>Ruinstone</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>A fiery red crystal the size of a human palm.
|
||||
Once per day as a bonus action, a villain can activate the ruinstone to undo one deed they have performed. The possibilities here are broad, but in combat it's simplest to allow them the opportunity to "rewind" one action and take it again, or to reroll a failed saving throw (if it can still take actions).
|
||||
Each use of the artifact has a terrible side effect: someone known to the wielder is also erased from reality. After the villain uses the ruinstone, roll a d20: on a 5-20, one of their allies disintegrates, on an 1-4, one of the player characters disintegrates.
|
||||
If a creature bound its soul to the ruinstone in the "Thalivar's Beacon" quest, the artifact explodes when used and the creature who is bound to it disintegrates, disappearing from reality and can only be brought back with a wish spell, or similar magic.
|
||||
Source: Essentials Kit: Divine Contention</text>
|
||||
</item>
|
||||
</compendium>
|
||||
@@ -1,400 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<!-- Monsters -->
|
||||
<monster>
|
||||
<name>Spellcaster</name>
|
||||
<size>M</size>
|
||||
<type>humanoid</type>
|
||||
<alignment>Any alignment</alignment>
|
||||
<ac>12 (leather armor)</ac>
|
||||
<hp>9 (2d8)</hp>
|
||||
<speed>walk 30 ft.</speed>
|
||||
<str>10</str>
|
||||
<dex>12</dex>
|
||||
<con>10</con>
|
||||
<int>15</int>
|
||||
<wis>14</wis>
|
||||
<cha>13</cha>
|
||||
<save>Wis +4</save>
|
||||
<skill>Arcana +4, Investigation +4, Religion +4</skill>
|
||||
<passive>12</passive>
|
||||
<languages>Common, plus one of your choice</languages>
|
||||
<cr></cr>
|
||||
<resist></resist>
|
||||
<immune></immune>
|
||||
<vulnerable></vulnerable>
|
||||
<conditionImmune></conditionImmune>
|
||||
<senses></senses>
|
||||
<trait>
|
||||
<name>Magical Role</name>
|
||||
<text>Choose a role for the spellcaster: healer or mage. Your choice determines which Spellcasting trait to use below.</text>
|
||||
</trait>
|
||||
<action>
|
||||
<name>Quarterstaff</name>
|
||||
<text>Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage if used with two hands.</text>
|
||||
<attack>Quarterstaff|2|1d6</attack>
|
||||
</action>
|
||||
<trait>
|
||||
<name>Spellcasting (Healer)</name>
|
||||
<text>The spellcaster's spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The spellcaster has following cleric spells prepared:</text>
|
||||
<text>Cantrips (at will): guidance, sacred flame</text>
|
||||
<text>• 1st level (2 slots): cure wounds</text>
|
||||
</trait>
|
||||
<slots>2</slots>
|
||||
<trait>
|
||||
<name>Spellcasting (Mage)</name>
|
||||
<text>The spellcaster's spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). The spellcaster has following wizard spells prepared:</text>
|
||||
<text>Cantrips (at will): fire bolt, light</text>
|
||||
<text>• 1st level (2 slots): sleep</text>
|
||||
</trait>
|
||||
<slots>2</slots>
|
||||
<spells>guidance, sacred flame, cure wounds, fire bolt, light, sleep</spells>
|
||||
<description>Source: Dragon of Icespire Peak</description>
|
||||
<environment></environment>
|
||||
</monster>
|
||||
<monster>
|
||||
<name>Expert</name>
|
||||
<size>M</size>
|
||||
<type>humanoid</type>
|
||||
<alignment>Any alignment</alignment>
|
||||
<ac>14 (studded leather armor)</ac>
|
||||
<hp>11 (2d8+2)</hp>
|
||||
<speed>walk 30 ft.</speed>
|
||||
<str>10</str>
|
||||
<dex>15</dex>
|
||||
<con>12</con>
|
||||
<int>13</int>
|
||||
<wis>10</wis>
|
||||
<cha>14</cha>
|
||||
<save>Dex +4</save>
|
||||
<skill>Acrobatics +4, Performance +4, Persuasion +4, Sleight of hand +4, Stealth +4</skill>
|
||||
<passive>10</passive>
|
||||
<languages>Common, plus one of your choice</languages>
|
||||
<cr></cr>
|
||||
<resist></resist>
|
||||
<immune></immune>
|
||||
<vulnerable></vulnerable>
|
||||
<conditionImmune></conditionImmune>
|
||||
<senses></senses>
|
||||
<trait>
|
||||
<name>Helpful</name>
|
||||
<text>The expert can take the Help action as a bonus action.</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Tools</name>
|
||||
<text>The expert has thieves' tools and a musical instrument.</text>
|
||||
</trait>
|
||||
<action>
|
||||
<name>Shortsword</name>
|
||||
<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage.</text>
|
||||
<attack>Shortsword|4|1d6+2</attack>
|
||||
</action>
|
||||
<action>
|
||||
<name>Dagger</name>
|
||||
<text>Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage.</text>
|
||||
<attack>Dagger|4|1d4+2</attack>
|
||||
</action>
|
||||
<action>
|
||||
<name>Shortbow</name>
|
||||
<text>Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. 6 (1d8 + 2) piercing damage.</text>
|
||||
<attack>Shortbow|4|1d8+2</attack>
|
||||
</action>
|
||||
<description>Source: Dragon of Icespire Peak</description>
|
||||
<environment></environment>
|
||||
</monster>
|
||||
<monster>
|
||||
<name>Warrior</name>
|
||||
<size>M</size>
|
||||
<type>humanoid</type>
|
||||
<alignment>Any alignment</alignment>
|
||||
<ac>16 (chain shirt)</ac>
|
||||
<hp>13 (2d8+4)</hp>
|
||||
<speed>walk 30 ft.</speed>
|
||||
<str>15</str>
|
||||
<dex>13</dex>
|
||||
<con>14</con>
|
||||
<int>10</int>
|
||||
<wis>12</wis>
|
||||
<cha>10</cha>
|
||||
<save>Con +4</save>
|
||||
<skill>Athletics +4, Perception +3, Survival +3</skill>
|
||||
<passive>13</passive>
|
||||
<languages>Common, plus one of your choice</languages>
|
||||
<cr></cr>
|
||||
<resist></resist>
|
||||
<immune></immune>
|
||||
<vulnerable></vulnerable>
|
||||
<conditionImmune></conditionImmune>
|
||||
<senses></senses>
|
||||
<trait>
|
||||
<name>Martial Role</name>
|
||||
<text>The warrior has one of the following traits of your choice:</text>
|
||||
<text>• Attacker: The warrior gains a +2 bonus to attack rolls.</text>
|
||||
<text>• Defender: The warrior gains the Protection reaction below.</text>
|
||||
</trait>
|
||||
<action>
|
||||
<name>Longsword</name>
|
||||
<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.</text>
|
||||
<attack>Longsword|4|1d8+2</attack>
|
||||
</action>
|
||||
<action>
|
||||
<name>Longbow</name>
|
||||
<text>Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. 5 (1d8 + 1) piercing damage.</text>
|
||||
<attack>Longbow|3|1d8+1</attack>
|
||||
</action>
|
||||
<reaction>
|
||||
<name>Protection (Defender Only)</name>
|
||||
<text>The warrior imposes disadvantage on the attack roll of a creature within 5 feet of it whose target isn't the warrior. The warrior must be able to see the attacker.</text>
|
||||
</reaction>
|
||||
<description>Source: Dragon of Icespire Peak</description>
|
||||
<environment></environment>
|
||||
</monster>
|
||||
<monster>
|
||||
<name>Anchorite of Talos</name>
|
||||
<size>M</size>
|
||||
<type>humanoid (half-orc, shapechanger)</type>
|
||||
<alignment>Neutral Evil</alignment>
|
||||
<ac>13 (hide armor)</ac>
|
||||
<hp>58 (9d8+18)</hp>
|
||||
<speed>walk 30 ft.</speed>
|
||||
<str>16</str>
|
||||
<dex>13</dex>
|
||||
<con>14</con>
|
||||
<int>9</int>
|
||||
<wis>15</wis>
|
||||
<cha>12</cha>
|
||||
<save></save>
|
||||
<skill>Nature +1, Stealth +3, Survival +4</skill>
|
||||
<passive>12</passive>
|
||||
<languages>Common, Orc</languages>
|
||||
<cr>3</cr>
|
||||
<resist></resist>
|
||||
<immune></immune>
|
||||
<vulnerable></vulnerable>
|
||||
<conditionImmune></conditionImmune>
|
||||
<senses>darkvision 60 ft.</senses>
|
||||
<trait>
|
||||
<name>Shapechanger</name>
|
||||
<text>The anchorite can use its action to polymorph into a boar or back into its true form, which is humanoid. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.</text>
|
||||
</trait>
|
||||
<action>
|
||||
<name>Clawed Gauntlet (Humanoid Form Only)</name>
|
||||
<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d4 + 3) slashing damage.</text>
|
||||
<attack>Clawed Gauntlet (Humanoid Form Only)|5|1d4+3</attack>
|
||||
</action>
|
||||
<action>
|
||||
<name>Tusk (Boar Form Only)</name>
|
||||
<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) slashing damage.</text>
|
||||
<attack>Tusk (Boar Form Only)|5|1d6+3</attack>
|
||||
</action>
|
||||
<trait>
|
||||
<name>Innate Spellcasting</name>
|
||||
<text>The anchorite's innate spellcasting ability is Wisdom (spell save DC 12). It can innately cast the following spells, requiring no material components:</text>
|
||||
<text>3/day: thunderwave (2d8 damage)</text>
|
||||
<text>1/day each: augury, bless, lightning bolt (8d6 damage), revivify</text>
|
||||
</trait>
|
||||
<spells>thunderwave, augury, bless, lightning bolt, revivify</spells>
|
||||
<description>These religious recluses are granted spellcasting power by Talos, the god of storms. Their human ancestors bred with orcs, and now all anchorites of Talos are half-orcs.
|
||||
Source: Dragon of Icespire Peak, Divine Contention, Sleeping Dragon's Wake</description>
|
||||
<environment></environment>
|
||||
</monster>
|
||||
<monster>
|
||||
<name>Don-Jon Raskin</name>
|
||||
<size>M</size>
|
||||
<type>humanoid (human)</type>
|
||||
<alignment>Neutral</alignment>
|
||||
<ac>10</ac>
|
||||
<hp>44 (8d8+8)</hp>
|
||||
<speed>walk 30 ft.</speed>
|
||||
<str>11</str>
|
||||
<dex>10</dex>
|
||||
<con>13</con>
|
||||
<int>12</int>
|
||||
<wis>10</wis>
|
||||
<cha>14</cha>
|
||||
<save>Dex +2, Con +3</save>
|
||||
<skill>Deception +4, Persuasion +4</skill>
|
||||
<passive>10</passive>
|
||||
<languages>Common, Dwarvish</languages>
|
||||
<cr>1/2</cr>
|
||||
<resist></resist>
|
||||
<immune></immune>
|
||||
<vulnerable></vulnerable>
|
||||
<conditionImmune></conditionImmune>
|
||||
<senses></senses>
|
||||
<trait>
|
||||
<name>Brave</name>
|
||||
<text>Don-Jon has advantage on saving throws against being frightened.</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Not Dead Yet (Recharges after a Long Rest)</name>
|
||||
<text>If damage reduces Don-Jon to 0 hit points, he drops to 1 hit point instead and gains advantage on attack rolls until the end of his next turn.</text>
|
||||
</trait>
|
||||
<action>
|
||||
<name>Multiattack</name>
|
||||
<text>Don-Jon makes three melee attacks.</text>
|
||||
</action>
|
||||
<action>
|
||||
<name>Dagger</name>
|
||||
<text>Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. 2 (1d4) piercing damage.</text>
|
||||
<attack>Dagger|2|1d4</attack>
|
||||
</action>
|
||||
<action>
|
||||
<name>Sling</name>
|
||||
<text>Ranged Weapon Attack: +2 to hit, range 30/120 ft., one target. 2 (1d4) bludgeoning damage.</text>
|
||||
<attack>Sling|2|1d4</attack>
|
||||
</action>
|
||||
<description>Adventurers who undertake the Mountain's Toe Quest meet Don-Jon Raskin, a fearless troubleshooter who has experienced more than his fair share of adventures.
|
||||
Source: Dragon of Icespire Peak</description>
|
||||
<environment></environment>
|
||||
</monster>
|
||||
<monster>
|
||||
<name>Falcon the Hunter</name>
|
||||
<size>M</size>
|
||||
<type>humanoid (human)</type>
|
||||
<alignment>Neutral Good</alignment>
|
||||
<ac>14 (studded leather armor)</ac>
|
||||
<hp>112 (15d8+45)</hp>
|
||||
<speed>walk 30 ft.</speed>
|
||||
<str>14</str>
|
||||
<dex>15</dex>
|
||||
<con>16</con>
|
||||
<int>11</int>
|
||||
<wis>16</wis>
|
||||
<cha>15</cha>
|
||||
<save>Dex +4, Wis +5</save>
|
||||
<skill>Athletics +4, Perception +7, Survival +5</skill>
|
||||
<passive>17</passive>
|
||||
<languages>Common</languages>
|
||||
<cr>4</cr>
|
||||
<resist></resist>
|
||||
<immune></immune>
|
||||
<vulnerable></vulnerable>
|
||||
<conditionImmune></conditionImmune>
|
||||
<senses></senses>
|
||||
<trait>
|
||||
<name>Archer</name>
|
||||
<text>A longbow or shortbow deals one extra die of its damage when Falcon hits with it (included in his longbow attack).</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Sharpshooter</name>
|
||||
<text>Falcon's ranged weapon attacks ignore half cover and three-quarters cover.</text>
|
||||
</trait>
|
||||
<action>
|
||||
<name>Multiattack</name>
|
||||
<text>Falcon makes three melee attacks or two ranged attacks.</text>
|
||||
</action>
|
||||
<action>
|
||||
<name>Longsword</name>
|
||||
<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.</text>
|
||||
<attack>Longsword|4|1d8+2</attack>
|
||||
</action>
|
||||
<action>
|
||||
<name>Longbow</name>
|
||||
<text>Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. 11 (2d8 + 2) piercing damage.</text>
|
||||
<attack>Longbow|4|2d8+2</attack>
|
||||
</action>
|
||||
<description>Adventurers encounter Falcon the Hunter if they visit his hunting lodge in Neverwinter Wood.
|
||||
Source: Dragon of Icespire Peak</description>
|
||||
<environment></environment>
|
||||
</monster>
|
||||
<monster>
|
||||
<name>Gorthok the Thunder Boar</name>
|
||||
<size>H</size>
|
||||
<type>monstrosity</type>
|
||||
<alignment>Chaotic Evil</alignment>
|
||||
<ac>15 (natural armor)</ac>
|
||||
<hp>73 (7d12+28)</hp>
|
||||
<speed>walk 50 ft.</speed>
|
||||
<str>20</str>
|
||||
<dex>11</dex>
|
||||
<con>19</con>
|
||||
<int>6</int>
|
||||
<wis>10</wis>
|
||||
<cha>14</cha>
|
||||
<save></save>
|
||||
<skill></skill>
|
||||
<passive>10</passive>
|
||||
<languages></languages>
|
||||
<cr>6</cr>
|
||||
<resist>bludgeoning, piercing, slashing from nonmagical attacks</resist>
|
||||
<immune>lightning, thunder</immune>
|
||||
<vulnerable></vulnerable>
|
||||
<conditionImmune></conditionImmune>
|
||||
<senses>darkvision 60 ft.</senses>
|
||||
<trait>
|
||||
<name>Relentless (Recharges after a Short or Long Rest)</name>
|
||||
<text>If Gorthok takes 27 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.</text>
|
||||
</trait>
|
||||
<action>
|
||||
<name>Multiattack</name>
|
||||
<text>Gorthok makes two melee attacks: one with its lightning tusks and one with its thunder hooves.</text>
|
||||
</action>
|
||||
<action>
|
||||
<name>Lightning Tusks</name>
|
||||
<text>Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 12 (2d6 + 5) slashing damage plus 7 (2d6) lightning damage.</text>
|
||||
<attack>Lightning Tusks|8|2d6+5</attack>
|
||||
</action>
|
||||
<action>
|
||||
<name>Thunder Hooves</name>
|
||||
<text>Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 12 (2d6 + 5) bludgeoning damage plus 7 (2d6) thunder damage.</text>
|
||||
<attack>Thunder Hooves|8|2d6+5</attack>
|
||||
</action>
|
||||
<action>
|
||||
<name>Lightning Bolt (Recharge 6)</name>
|
||||
<text>Gorthok shoots a bolt of lightning at one creature it can see within 120 feet of it. The target must make a DC 15 Dexterity saving throw, taking 18 (4d8) lightning damage on a failed save, or half as much damage on a successful one.</text>
|
||||
</action>
|
||||
<description>Gorthok is a primal nature spirit that takes the form of a boar as big as an elephant, with lightning that dances along its tusks. Gorthok serves the will of Talos, god of storms, and can be summoned during stormy weather to do the bidding of Talos's evil followers. Like its patron deity, Gorthok revels in destruction.
|
||||
Source: Dragon of Icespire Peak</description>
|
||||
<environment></environment>
|
||||
</monster>
|
||||
<monster>
|
||||
<name>Rock Gnome Recluse</name>
|
||||
<size>S</size>
|
||||
<type>humanoid (gnome)</type>
|
||||
<alignment>Chaotic Neutral</alignment>
|
||||
<ac>10 (13 with mage armor)</ac>
|
||||
<hp>7 (2d6)</hp>
|
||||
<speed>walk 25 ft.</speed>
|
||||
<str>6</str>
|
||||
<dex>11</dex>
|
||||
<con>10</con>
|
||||
<int>15</int>
|
||||
<wis>10</wis>
|
||||
<cha>13</cha>
|
||||
<save></save>
|
||||
<skill>Arcana +4, History +4</skill>
|
||||
<passive>10</passive>
|
||||
<languages>Common, Gnomish</languages>
|
||||
<cr>1/4</cr>
|
||||
<resist></resist>
|
||||
<immune></immune>
|
||||
<vulnerable></vulnerable>
|
||||
<conditionImmune></conditionImmune>
|
||||
<senses>darkvision 60 ft.</senses>
|
||||
<trait>
|
||||
<name>Gnome Cunning</name>
|
||||
<text>The gnome has advantage on Intelligence, Wisdom, and Charisma saving throws against magic.</text>
|
||||
</trait>
|
||||
<action>
|
||||
<name>Magic Missile (Expends a 1st-Level Spell Slot)</name>
|
||||
<text>The gnome creates three magical darts. Each dart hits a creature the gnome chooses within 120 feet of it and deals 3 (1d4 + 1) force damage.</text>
|
||||
</action>
|
||||
<action>
|
||||
<name>Ray of Frost</name>
|
||||
<text>Ranged Spell Attack: +4 to hit, range 60 ft., one creature. 4 (1d8) cold damage, and the target's speed is reduced by 10 feet until the start of the gnome's next turn.</text>
|
||||
<attack>Ray of Frost|4|1d8</attack>
|
||||
</action>
|
||||
<trait>
|
||||
<name>Spellcasting</name>
|
||||
<text>The gnome is a 2nd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). It has the following wizard spells prepared:</text>
|
||||
<text>Cantrips (at will): mage hand, prestidigitation, ray of frost (see "Actions" below)</text>
|
||||
<text>• 1st level (3 slots): detect magic, mage armor, magic missile (see "Actions" below), shield</text>
|
||||
</trait>
|
||||
<slots>3</slots>
|
||||
<spells>mage hand, prestidigitation, ray of frost, detect magic, mage armor, magic missile, shield</spells>
|
||||
<description>Rock gnome recluses are skilled in the arcane arts. They use their magical talents to create all kinds of wondrous inventions, very few of which work as intended.
|
||||
Source: Dragon of Icespire Peak</description>
|
||||
<environment></environment>
|
||||
</monster>
|
||||
</compendium>
|
||||
@@ -0,0 +1,81 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<class>
|
||||
<name>Cleric</name>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>Divine Domain: Death Domain</name>
|
||||
<text>The Death domain is concerned with the forces that cause death, as well as the negative energy that gives rise to undead creatures. Deities such as Chemosh, Myrkul, and WeeJas are patrons of necromancers, death knights, liches, mummy lords, and vampires. Gods of the Death domain also embody murder (Anubis, Bhaal, and Pyremius), pain (Iuz or Loviatar), disease or poison (Incabulos, Talona, or Morgion), and the underworld (Hades and Hel).</text>
|
||||
<text>At each indicated cleric level, add the listed spells to your spells prepared. They do not count towards your limit.</text>
|
||||
<text></text>
|
||||
<text>Death Domain Spells</text>
|
||||
<text>Cleric Level | Spells</text>
|
||||
<text>1st | false life, ray of sickness</text>
|
||||
<text>3rd | blindness/deafness, ray of enfeeblement</text>
|
||||
<text>5th | animate dead, vampiric touch</text>
|
||||
<text>7th | blight, death ward</text>
|
||||
<text>9th | antilife shell, cloudkill</text>
|
||||
<text></text>
|
||||
<text>Source: Dungeon Master's Guide p. 96</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>Death Domain: Bonus Proficiency</name>
|
||||
<text>When the cleric chooses this domain at 1st level, he or she gains proficiency with martial weapons.</text>
|
||||
<text></text>
|
||||
<text>Source: Dungeon Master's Guide p. 96</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>Death Domain: Reaper</name>
|
||||
<text>At 1st level, the cleric learns one necromancy cantrip of his or her choice from any spell list. When the cleric casts a necromancy cantrip that normally targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other.</text>
|
||||
<text></text>
|
||||
<text>Source: Dungeon Master's Guide p. 96</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="2">
|
||||
<feature optional="YES">
|
||||
<name>Death Domain: Channel Divinity: Touch of Death</name>
|
||||
<text>Starting at 2nd level, the cleric can use Channel Divinity to destroy another creature's life force by touch.</text>
|
||||
<text>When the cleric hits a creature with a melee attack, the cleric can use Channel Divinity to deal extra necrotic damage to the target. The damage equals 5 + twice his or her cleric level.</text>
|
||||
<text></text>
|
||||
<text>Source: Dungeon Master's Guide p. 96</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
<feature optional="YES">
|
||||
<name>Death Domain: Inescapable Destruction</name>
|
||||
<text>Starting at 6th level, the cleric's ability to channel negative energy becomes more potent. Necrotic damage dealt by the character's cleric spells and Channel Divinity options ignores resistance to necrotic damage.</text>
|
||||
<text></text>
|
||||
<text>Source: Dungeon Master's Guide p. 96</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="8">
|
||||
<feature optional="YES">
|
||||
<name>Death Domain: Blessed Strikes</name>
|
||||
<text>8th-level cleric Divine Domain feature (replaces Divine Strike)</text>
|
||||
<text>In battle, you are blessed with divine might. When a creature takes damage from one of your spells or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.</text>
|
||||
<text></text>
|
||||
<text>Source: Dungeon Master's Guide p. 96</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="8">
|
||||
<feature optional="YES">
|
||||
<name>Death Domain: Divine Strike</name>
|
||||
<text>At 8th level, the cleric gains the ability to infuse his or her weapon strikes with necrotic energy. Once on each of the cleric's turns when he or she hits a creature with a weapon attack, the cleric can cause the attack to deal an extra 1d8 necrotic damage to the target. When the cleric reaches 14th level, the extra damage increases to 2d8.</text>
|
||||
<text></text>
|
||||
<text>Source: Dungeon Master's Guide p. 96</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="17">
|
||||
<feature optional="YES">
|
||||
<name>Death Domain: Improved Reaper</name>
|
||||
<text>Starting at 17th level, when the cleric casts a Necromancy spell of 1st through 5th-level that targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other. If the spell consumes its material components, the cleric must provide them for each target.</text>
|
||||
<text></text>
|
||||
<text>Source: Dungeon Master's Guide p. 96</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
</compendium>
|
||||
@@ -0,0 +1,74 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<class>
|
||||
<name>Paladin</name>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Sacred Oath: Oathbreaker</name>
|
||||
<text>An Oathbreaker is a paladin who breaks his or her sacred oaths to pursue some dark ambition or serve an evil power. Whatever light burned in the paladin's heart has been extinguished. Only darkness remains.</text>
|
||||
<text>A paladin must be evil and at least 3rd level to become an Oathbreaker. The paladin replaces the features specific to his or her Sacred Oath with Oathbreaker features.</text>
|
||||
<text></text>
|
||||
<text>Source: Dungeon Master's Guide p. 97</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Oathbreaker: Oathbreaker Channel Divinity: Control Undead</name>
|
||||
<text>As an action, the paladin targets one undead creature he or she can see within 30 feet of him or her. The target must make a Wisdom saving throw. On a failed save, the target must obey the paladin's commands for the next 24 hours, or until the paladin uses this Channel Divinity option again. An undead whose challenge rating is equal to or greater than the paladin's level is immune to this effect.</text>
|
||||
<text></text>
|
||||
<text>Source: Dungeon Master's Guide p. 97</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Oathbreaker: Oathbreaker Channel Divinity: Dreadful Aspect</name>
|
||||
<text>As an action, the paladin channels the darkest emotions and focuses them into a burst of magical menace. Each creature of the paladin's choice within 30 feet of the paladin must make a Wisdom saving throw if it can see the paladin. On a failed save, the target is frightened of the paladin for 1 minute. If a creature frightened by this effect ends its turn more than 30 feet away from the paladin, it can attempt another Wisdom saving throw to end the effect on it.</text>
|
||||
<text></text>
|
||||
<text>Source: Dungeon Master's Guide p. 97</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Oathbreaker: Oathbreaker Spells</name>
|
||||
<text>You gain oathbreaker spells at the paladin levels listed.</text>
|
||||
<text></text>
|
||||
<text>Oathbreaker Spells</text>
|
||||
<text>Paladin Level | Spells</text>
|
||||
<text>3rd | hellish rebuke, inflict wounds</text>
|
||||
<text>5th | crown of madness, darkness</text>
|
||||
<text>9th | animate dead, bestow curse</text>
|
||||
<text>13th | blight, confusion</text>
|
||||
<text>17th | contagion, dominate person</text>
|
||||
<text></text>
|
||||
<text>Source: Dungeon Master's Guide p. 97</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<feature optional="YES">
|
||||
<name>Oathbreaker: Aura of Hate</name>
|
||||
<text>Starting at 7th level, the paladin, as well any fiends and undead within 10 feet of the paladin, gains a bonus to melee weapon damage rolls equal to the paladin's Charisma modifier (minimum of +1). A creature can benefit from this feature from only one paladin at a time.</text>
|
||||
<text>At 18th level, the range of this aura increases to 30 feet.</text>
|
||||
<text></text>
|
||||
<text>Source: Dungeon Master's Guide p. 97</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Oathbreaker: Supernatural Resistance</name>
|
||||
<text>At 15th level, the paladin gains resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.</text>
|
||||
<text></text>
|
||||
<text>Source: Dungeon Master's Guide p. 97</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="20">
|
||||
<feature optional="YES">
|
||||
<name>Oathbreaker: Dread Lord</name>
|
||||
<text>At 20th level, the paladin can, as an action, surround himself or herself with an aura of gloom that lasts for 1 minute. The aura reduces any bright light in a 30-foot radius around the paladin to dim light. Whenever an enemy that is frightened by the paladin starts its turn in the aura, it takes 4d10 psychic damage. Additionally, the paladin and creatures he or she chooses in the aura are draped in deeper shadow. Creatures that rely on sight have disadvantage on attack rolls against creatures draped in this shadow.</text>
|
||||
<text>While the aura lasts, the paladin can use a bonus action on his or her turn to cause the shadows in the aura to attack one creature. The paladin makes a melee spell attack against the target. If the attack hits, the target takes necrotic damage equal to 3d10 + the paladin's Charisma modifier.</text>
|
||||
<text>After activating the aura, the paladin can't do so again until he or she finishes a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Dungeon Master's Guide p. 97</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
</compendium>
|
||||
6663
FightClub5eXML/Sources/DungeonMastersGuide/items-dmg.xml
Normal file
6663
FightClub5eXML/Sources/DungeonMastersGuide/items-dmg.xml
Normal file
File diff suppressed because it is too large
Load Diff
545
FightClub5eXML/Sources/DungeonMastersGuide/races-dmg.xml
Normal file
545
FightClub5eXML/Sources/DungeonMastersGuide/races-dmg.xml
Normal file
@@ -0,0 +1,545 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<race>
|
||||
<name>Aarakocra (DMG)</name>
|
||||
<size>M</size>
|
||||
<speed>20</speed>
|
||||
<ability>Dex 2, Wis 2</ability>
|
||||
<proficiency></proficiency>
|
||||
<spellAbility></spellAbility>
|
||||
<trait>
|
||||
<name>Description</name>
|
||||
<text>Source: Dungeon Master's Guide p. 282</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Dive Attack</name>
|
||||
<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.
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Talons</name>
|
||||
<text>You are proficient with your unarmed strikes, which deal 1d4 slashing damage on a hit.
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Language</name>
|
||||
<text>You can speak, read, and write Auran.
|
||||
</text>
|
||||
</trait>
|
||||
</race>
|
||||
<race>
|
||||
<name>Aasimar (DMG)</name>
|
||||
<size>M</size>
|
||||
<speed>30</speed>
|
||||
<ability>Wis 1, Cha 2</ability>
|
||||
<proficiency></proficiency>
|
||||
<spellAbility>Charisma</spellAbility>
|
||||
<trait>
|
||||
<name>Description</name>
|
||||
<text>Source: Dungeon Master's Guide p. 286, Explorer's Guide to Wildemount p. 166</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Age</name>
|
||||
<text>Aasimar (DMG) mature at the same rate as humans but live a few years longer.
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Alignment</name>
|
||||
<text>Due to their celestial heritage, Aasimar (DMG) are often good. However, some Aasimar (DMG) fall into evil, rejecting their heritage.
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Size</name>
|
||||
<text>Aasimar (DMG) are built like well-proportioned humans. Your size is Medium.
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Darkvision</name>
|
||||
<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.
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Celestial Resistance</name>
|
||||
<text>You have resistance to necrotic and radiant damage.
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Celestial Legacy</name>
|
||||
<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.
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Language</name>
|
||||
<text>You can speak, read, and write Common and Celestial.
|
||||
</text>
|
||||
</trait>
|
||||
</race>
|
||||
<race>
|
||||
<name>Bullywug (DMG)</name>
|
||||
<size>M</size>
|
||||
<speed>20</speed>
|
||||
<ability>Int -2, Cha -2</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>Speak with Frogs and Toads</name>
|
||||
<text>You can communicate simple concepts to frogs and toads when you speak in Bullywug (DMG).
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Swamp Camouflage</name>
|
||||
<text>You have advantage on Dexterity (Stealth) checks made to hide in swampy terrain.
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Standing Leap</name>
|
||||
<text>Your long jump is up to 20 feet and your high jump is up to 10 feet, with or without a running start.
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Languages</name>
|
||||
<text>You can speak, read, and write Bullywug (DMG).
|
||||
</text>
|
||||
</trait>
|
||||
</race>
|
||||
<race>
|
||||
<name>Gnoll (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>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>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>Rampage</name>
|
||||
<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.
|
||||
</text>
|
||||
</trait>
|
||||
</race>
|
||||
<race>
|
||||
<name>Gnome (Deep) (DMG)</name>
|
||||
<size>M</size>
|
||||
<speed>20</speed>
|
||||
<ability>Str 1, Dex 2</ability>
|
||||
<proficiency></proficiency>
|
||||
<spellAbility>Intelligence</spellAbility>
|
||||
<trait>
|
||||
<name>Description</name>
|
||||
<text>Source: Dungeon Master's Guide p. 282</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Innate Spellcasting</name>
|
||||
<text>You have an innate ability to cast the following spells, requiring no material components:
|
||||
• At will: nondetection (self only)
|
||||
• 1/day each: blindness/deafness, blur, disguise self
|
||||
Intelligence is your spellcasting ability for these spells.
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Gnome Cunning</name>
|
||||
<text>You have advantage on Intelligence, Wisdom, and Charisma saving throws against magic.
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Superior Darkvision</name>
|
||||
<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.
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Languages</name>
|
||||
<text>You can speak, read, and write Gnomish, Terran, and Undercommon.
|
||||
</text>
|
||||
</trait>
|
||||
</race>
|
||||
<race>
|
||||
<name>Goblin (DMG)</name>
|
||||
<size>S</size>
|
||||
<speed>30</speed>
|
||||
<ability>Str -2, Dex 2</ability>
|
||||
<proficiency></proficiency>
|
||||
<spellAbility></spellAbility>
|
||||
<trait>
|
||||
<name>Description</name>
|
||||
<text>Source: Dungeon Master's Guide p. 282</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>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 Goblin (DMG).
|
||||
</text>
|
||||
</trait>
|
||||
</race>
|
||||
<race>
|
||||
<name>Grimlock (DMG)</name>
|
||||
<size>M</size>
|
||||
<speed>30</speed>
|
||||
<ability>Str 2, Cha -2</ability>
|
||||
<proficiency></proficiency>
|
||||
<spellAbility></spellAbility>
|
||||
<trait>
|
||||
<name>Description</name>
|
||||
<text>Source: Dungeon Master's Guide p. 282</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Blindsight</name>
|
||||
<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.
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Keen Hearing and Smell</name>
|
||||
<text>You have advantage on Wisdom (Perception) checks that rely on hearing or smell.
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Stone Camouflage</name>
|
||||
<text>You have advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Languages</name>
|
||||
<text>You can speak, read, and write Undercommon.
|
||||
</text>
|
||||
</trait>
|
||||
</race>
|
||||
<race>
|
||||
<name>Hobgoblin (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>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 +1,75 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<spell>
|
||||
<name>Animate Dead</name>
|
||||
<classes>Cleric (Death), Paladin (Oathbreaker)</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Antilife Shell</name>
|
||||
<classes>Cleric (Death)</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Bestow Curse</name>
|
||||
<classes>Paladin (Oathbreaker)</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Blight</name>
|
||||
<classes>Cleric (Death), Paladin (Oathbreaker)</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Blindness/Deafness</name>
|
||||
<classes>Cleric (Death)</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Cloudkill</name>
|
||||
<classes>Cleric (Death)</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Confusion</name>
|
||||
<classes>Paladin (Oathbreaker)</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Contagion</name>
|
||||
<classes>Paladin (Oathbreaker)</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Crown of Madness</name>
|
||||
<classes>Paladin (Oathbreaker)</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Darkness</name>
|
||||
<classes>Paladin (Oathbreaker)</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Death Ward</name>
|
||||
<classes>Cleric (Death)</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Dominate Person</name>
|
||||
<classes>Paladin (Oathbreaker)</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>False Life</name>
|
||||
<classes>Cleric (Death)</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Hellish Rebuke</name>
|
||||
<classes>Paladin (Oathbreaker)</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Inflict Wounds</name>
|
||||
<classes>Paladin (Oathbreaker)</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Ray of Enfeeblement</name>
|
||||
<classes>Cleric (Death)</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Ray of Sickness</name>
|
||||
<classes>Cleric (Death)</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Vampiric Touch</name>
|
||||
<classes>Cleric (Death)</classes>
|
||||
</spell>
|
||||
</compendium>
|
||||
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,92 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<background>
|
||||
<name>House Agent</name>
|
||||
<proficiency>Investigation, Persuasion</proficiency>
|
||||
<trait>
|
||||
<name>Description</name>
|
||||
<text>You have sworn fealty to a dragonmarked house. If you have a dragonmark, you're likely a member of one of the house's influential families; otherwise you're an outsider who hopes to make your fortune through the house. Your main task is to serve as the eyes of your house, but you could be called on at any time to act as its hand. Such missions can be perilous but lucrative.
|
||||
• Skill Proficiencies: Investigation, Persuasion
|
||||
• Tool Proficiency: Two proficiencies from the House Tool Proficiencies table
|
||||
• Equipment: A set of fine clothes, house signet ring, identification papers, and a purse containing 20 gp.
|
||||
House Tool Proficiencies
|
||||
Your House | Proficiencies
|
||||
Cannith | Alchemist's supplies and tinker's tools
|
||||
Deneith | One gaming set and vehicles (land)
|
||||
Ghallanda | Brewer's supplies and cook's utensils
|
||||
Jorasco | Alchemist's supplies and herbalism kit
|
||||
Kundarak | Thieves' tools and tinker's tools
|
||||
Lyrandar | Navigator's tools and vehicles (sea and air)
|
||||
Medani | Disguise kit and thieves' tools
|
||||
Orien | One gaming set and vehicles (land)
|
||||
Phiarlan | Disguise kit and one musical instrument
|
||||
Sivis | Calligrapher's supplies and forgery kit
|
||||
Tharashk | One gaming set and thieves' tools
|
||||
Thuranni | One musical instrument and poisoner's kit
|
||||
Vadalis | herbalism kit and vehicles (land)
|
||||
Source: Eberron: Rising from the Last War p. 53, Wayfinder's Guide to Eberron p. 94</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Role</name>
|
||||
<text>You always gather information for your house, but when a baron give you a specific mission, what sort of work do you do? The House Agent Role table gives possibilities.
|
||||
House Agent Role
|
||||
d8 | Role
|
||||
1 | Acquisition
|
||||
2 | Investigation
|
||||
3 | Research & Development
|
||||
4 | Security
|
||||
5 | Intimidation
|
||||
6 | Exploration
|
||||
7 | Negotiation
|
||||
8 | Covert Operations
|
||||
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Feature: House Connections</name>
|
||||
<text>As an agent of your house, you can always get food and lodging for yourself and your friends at a house enclave. When the house assigns you a mission, it will usually provide you with the necessary supplies and transportation. Beyond this, you have many old friends, mentors, and rivals in your house, and you may encounter one of them when you interact with a house business. The degree to which such acquaintances are willing to help you depends on your current standing in your house.
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Suggested Characteristics</name>
|
||||
<text>House agents are diverse. Consider the house you serve and the work you do when choosing characteristics.
|
||||
Personality Traits
|
||||
d6 | Personality Trait
|
||||
1 | I'm always looking to improve efficiency.
|
||||
2 | I love to share trivia about my house's business.
|
||||
3 | I never forget an insult against me or my house.
|
||||
4 | I'm enthusiastic about everything my house does.
|
||||
5 | I represent my house and take pride in my looks.
|
||||
6 | I'm critical of monarchies and limits on the houses.
|
||||
|
||||
Ideals
|
||||
d6 | Ideal
|
||||
1 | Common Good. My house serves a vital function, and its prosperity will help everyone. (Good)
|
||||
2 | Tradition. I uphold traditions of my house and bring honor to my family. (Lawful)
|
||||
3 | Innovation. Abandon old traditions and find better ways to do things. (Chaotic)
|
||||
4 | Power. I want to ensure the prosperity of my house and wield its power myself. (Evil)
|
||||
5 | Discovery. I want to learn all I can, both for my house and for my own curiosity. (Any)
|
||||
6 | Comfort. I want to ensure that me and mine enjoy the best things in life. (Any)
|
||||
|
||||
Bonds
|
||||
d6 | Bond
|
||||
1 | My house is my family. I would do anything for it.
|
||||
2 | I love someone from another house, but the relationship is forbidden.
|
||||
3 | Someone I love was killed by a rival faction within my house, and I will have revenge.
|
||||
4 | I don't care about the house as a whole, but I would do anything for my old mentor.
|
||||
5 | My house must evolve, and I'll lead the evolution.
|
||||
6 | I'm determined to impress the leaders of my house, and to become a leader myself.
|
||||
|
||||
Flaws
|
||||
d6 | Flaw
|
||||
1 | I'm fixated on following official protocols.
|
||||
2 | I'm obsessed with conspiracy theories and worried about secret societies and hidden demons.
|
||||
3 | My house and bloodline make me the best!
|
||||
4 | My secret could get me expelled from my house.
|
||||
5 | My religious beliefs aren't widespread in my house.
|
||||
6 | I'm working for a hidden faction in my house that gives me secret assignments.
|
||||
|
||||
</text>
|
||||
</trait>
|
||||
</background>
|
||||
</compendium>
|
||||
@@ -0,0 +1,756 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<class>
|
||||
<name>Artificer</name>
|
||||
<hd>8</hd>
|
||||
<proficiency>Constitution, Intelligence, Arcana, History, Investigation, Medicine, Nature, Perception, Sleight Of Hand</proficiency>
|
||||
<numSkills>2</numSkills>
|
||||
<spellAbility>Intelligence</spellAbility>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>Starting Artificer</name>
|
||||
<text>As a 1st-level Artificer, you begin play with 8+your Constitution modifier hit points.</text>
|
||||
<text></text>
|
||||
<text>You are proficient with the following items, in addition to any proficiencies provided by your race or background.</text>
|
||||
<text>• Armor: light, medium, shields</text>
|
||||
<text>• Weapons: simple</text>
|
||||
<text>• Tools: thieves' tools, tinker's tools, one type of artisan's tools of your choice</text>
|
||||
<text>• Skills: Choose 2 from Arcana, History, Investigation, Medicine, Nature, Perception, Sleight Of Hand</text>
|
||||
<text></text>
|
||||
<text>You begin play with the following equipment, in addition to any equipment provided by your background.</text>
|
||||
<text>• any two simple weapons of your choice</text>
|
||||
<text>• a light crossbow and crossbow bolts (20)</text>
|
||||
<text>• (a) studded leather armor or (b) scale mail</text>
|
||||
<text>• thieves' tools and a dungeoneer's pack</text>
|
||||
<text></text>
|
||||
<text>Alternatively, you may start with 5d4 x 10 gp and choose your own equipment.</text>
|
||||
<text></text>
|
||||
<text>Source: Eberron: Rising from the Last War p. 54</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>Multiclass Artificer</name>
|
||||
<text>To multiclass as a Artificer, you must meet the following prerequisites:</text>
|
||||
<text>• Intelligence 13</text>
|
||||
<text></text>
|
||||
<text>You gain the following proficiencies:</text>
|
||||
<text>• Armor: light, medium, shields</text>
|
||||
<text>• Weapons: none</text>
|
||||
<text>• Tools: none</text>
|
||||
<text></text>
|
||||
<text>Source: Eberron: Rising from the Last War p. 54</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<armor>light, medium, shields</armor>
|
||||
<weapons>simple</weapons>
|
||||
<tools>thieves' tools, tinker's tools, one type of artisan's tools of your choice</tools>
|
||||
<wealth>5d4x10</wealth>
|
||||
<autolevel level="1">
|
||||
<slots>2, 2</slots>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature>
|
||||
<name>Optional Rule: Firearm Proficiency</name>
|
||||
<text>The secrets of creating and operating gunpowder weapons have been discovered in various corners of the D&D multiverse. If your Dungeon Master uses the rules on firearms in chapter 9 of the Dungeon Master's Guide and your artificer has been exposed to the operation of such weapons, your artificer is proficient with them.</text>
|
||||
<text></text>
|
||||
<text>Source: Eberron: Rising from the Last War p. 54</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature>
|
||||
<name>Magical Tinkering</name>
|
||||
<text>At 1st level, you learn how to invest a spark of magic into mundane objects. To use this ability, you must have thieves' tools or artisan's tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:</text>
|
||||
<text>• The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.</text>
|
||||
<text>• Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.</text>
|
||||
<text>• The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.</text>
|
||||
<text>• A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.</text>
|
||||
<text>The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.</text>
|
||||
<text>You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.</text>
|
||||
<text></text>
|
||||
<text>Source: Eberron: Rising from the Last War p. 54</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature>
|
||||
<name>Spellcasting</name>
|
||||
<text>You have studied the workings of magic and how to channel it through objects. As a result, you have gained the ability to cast spells. To observers, you don't appear to be casting spells in a conventional way; you look as if you're producing wonders using mundane items or outlandish inventions.</text>
|
||||
<text></text>
|
||||
<text>Tools Required:</text>
|
||||
<text> You produce your artificer spell effects through your tools. You must have a spellcasting focus—specifically thieves' tools or some kind of artisan's tools—in hand when you cast any spell with this Spellcasting feature (meaning the spell has an 'M' component when you cast it). You must be proficient with the tool to use it in this way. See chapter 5, "Equipment," in the Player's Handbook for descriptions of these tools.</text>
|
||||
<text> After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus.</text>
|
||||
<text></text>
|
||||
<text>The Magic of Artifice:</text>
|
||||
<text> As an artificer, you use tools when you cast your spells. When describing your spellcasting, think about how you're using a tool to perform the spell effect. If you cast cure wounds using alchemist's supplies, you could be quickly producing a salve. If you cast it using tinker's tools, you might have a miniature mechanical spider that binds wounds. When you cast poison spray, you could fling foul chemicals or use a wand that spits venom. The effect of the spell is the same as for a spellcaster of any other class, but your method of spellcasting is special.</text>
|
||||
<text> The same principle applies when you prepare your spells. As an artificer, you don't study a spellbook or pray to prepare your spells. Instead, you work with your tools and create the specialized items you'll use to produce your effects. If you replace cure wounds with heat metal, you might be altering the device you use to heal—perhaps modifying a tool so that it channels heat instead of healing energy.</text>
|
||||
<text> Such details don't limit you in any way or provide you with any benefit beyond the spell's effects. You don't have to justify how you're using tools to cast a spell. But describing your spellcasting creatively is a fun way to distinguish yourself from other spellcasters.</text>
|
||||
<text></text>
|
||||
<text>Cantrips (0-Level Spells):</text>
|
||||
<text> At 1st level, you know two cantrips of your choice from the artificer spell list. At higher levels, you learn additional artificer cantrips of your choice, as shown in the Cantrips Known column of the Artificer table.</text>
|
||||
<text> When you gain a level in this class, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list.</text>
|
||||
<text></text>
|
||||
<text>Preparing and Casting Spells:</text>
|
||||
<text> The Artificer table shows how many spell slots you have to cast your artificer spells. To cast one of your artificer spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.</text>
|
||||
<text> You prepare the list of artificer spells that are available for you to cast, choosing from the artificer spell list. When you do so, choose a number of artificer spells equal to your Intelligence modifier + half your artificer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.</text>
|
||||
<text> For example, if you are a 5th-level artificer, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.</text>
|
||||
<text> You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list.</text>
|
||||
<text></text>
|
||||
<text>Spellcasting Ability:</text>
|
||||
<text> Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an artificer spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one.</text>
|
||||
<text></text>
|
||||
<text>Ritual Casting:</text>
|
||||
<text> You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.</text>
|
||||
<text></text>
|
||||
<text>Source: Eberron: Rising from the Last War p. 54</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="2">
|
||||
<slots>2, 2</slots>
|
||||
</autolevel>
|
||||
<autolevel level="2">
|
||||
<feature>
|
||||
<name>Infuse Item</name>
|
||||
<text>At 2nd level, you gain the ability to imbue mundane items with certain magical infusions. The magic items you create with this feature are effectively prototypes of permanent items.</text>
|
||||
<text></text>
|
||||
<text>Artificer Infusions:</text>
|
||||
<text> Artificers have invented numerous magical infusions, extraordinary processes that rapidly create magic items. To many, artificers seem like wonderworkers, accomplishing in hours what others need weeks to complete.</text>
|
||||
<text> The description of each of the following infusions details the type of item that can receive it, along with whether the resulting magic item requires attunement.</text>
|
||||
<text> Some infusions specify a minimum artificer level. You can't learn such an infusion until you are at least that level.</text>
|
||||
<text> Unless an infusion's description says otherwise, you can't learn an infusion more than once.</text>
|
||||
<text></text>
|
||||
<text>Infusing an Item:</text>
|
||||
<text> Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion's description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see "Attunement" in chapter 7 of the Dungeon Master's Guide).</text>
|
||||
<text> Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days have passed equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you give up your knowledge of the infusion for another one.</text>
|
||||
<text> You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion immediately ends, and then the new infusion applies.</text>
|
||||
<text> If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space.</text>
|
||||
<text></text>
|
||||
<text>Source: Eberron: Rising from the Last War p. 54</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<slots>2, 3</slots>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature>
|
||||
<name>Artificer Specialist</name>
|
||||
<text>At 3rd level, you choose the type of specialist you are: Alchemist, Artillerist, or Battle Smith, each of which is detailed at the end of the class's description. Your choice grants you features at 5th level and again at 9th and 15th level.</text>
|
||||
<text></text>
|
||||
<text>Source: Eberron: Rising from the Last War p. 54</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Artificer Specialist: Alchemist</name>
|
||||
<text>An Alchemist is an expert at combining reagents to produce mystical effects. Alchemists use their creations to give life and to leech it away. Alchemy is the oldest of artificer traditions, and its versatility has long been valued during times of war and peace.</text>
|
||||
<text></text>
|
||||
<text>Source: Eberron: Rising from the Last War p. 58</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Alchemist: Alchemist Spells</name>
|
||||
<text>Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Alchemist Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.</text>
|
||||
<text></text>
|
||||
<text>Alchemist Spells</text>
|
||||
<text>Artificer Level | Spell</text>
|
||||
<text>3rd | healing word, ray of sickness</text>
|
||||
<text>5th | flaming sphere, Melf's acid arrow</text>
|
||||
<text>9th | gaseous form, mass healing word</text>
|
||||
<text>13th | blight, death ward</text>
|
||||
<text>17th | cloudkill, raise dead</text>
|
||||
<text></text>
|
||||
<text>Source: Eberron: Rising from the Last War p. 58</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Alchemist: Experimental Elixir</name>
|
||||
<text>Beginning at 3rd level, whenever you finish a long rest, you can magically produce an experimental elixir in an empty flask you touch. Roll on the Experimental Elixir table for the elixir's effect, which is triggered when someone drinks the elixir. As an action, a creature can drink the elixir or administer it to an incapacitated creature.</text>
|
||||
<text>Creating an experimental elixir requires you to have alchemist's supplies on your person, and any elixir you create with this feature lasts until it is drunk or until the end of your next long rest.</text>
|
||||
<text>When you reach certain levels in this class, you can make more elixirs at the end of a long rest: two at 6th level and three at 15th level. Roll for each elixir's effect separately. Each elixir requires its own flask.</text>
|
||||
<text>You can create additional experimental elixirs by expending a spell slot of 1st level or higher for each one. When you do so, you use your action to create the elixir in an empty flask you touch, and you choose the elixir's effect from the Experimental Elixir table.</text>
|
||||
<text></text>
|
||||
<text>Experimental Elixir</text>
|
||||
<text>d6 | Effect</text>
|
||||
<text>1 | Healing. The drinker regains a number of hit points equal to 2d4 + your Intelligence modifier.</text>
|
||||
<text>2 | Swiftness. The drinker's walking speed increases by 10 feet for 1 hour.</text>
|
||||
<text>3 | Resilience. The drinker gains a +1 bonus to AC for 10 minutes.</text>
|
||||
<text>4 | Boldness. The drinker can roll a d4 and add the number rolled to every attack roll and saving throw they make for the next minute.</text>
|
||||
<text>5 | Flight. The drinker gains a flying speed of 10 feet for 10 minutes.</text>
|
||||
<text>6 | Transformation. The drinker's body is transformed as if by the alter self spell. The drinker determines the transformation caused by the spell, the effects of which last for 10 minutes.</text>
|
||||
<text></text>
|
||||
<text>Source: Eberron: Rising from the Last War p. 58</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Alchemist: Tool Proficiency</name>
|
||||
<text>When you adopt this specialization at 3rd level, you gain proficiency with alchemist's supplies. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.</text>
|
||||
<text></text>
|
||||
<text>Source: Eberron: Rising from the Last War p. 58</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Alchemist: Extra Alchemical Formula</name>
|
||||
<text>At 3rd level, you learn an additional Alchemical Formula.</text>
|
||||
<text></text>
|
||||
<text>Source: Eberron: Rising from the Last War p. 58</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Artificer Specialist: Alchemist</name>
|
||||
<text>An Alchemist is an expert at combining exotic reagents to produce mystical effects. Among artificers, members of this subclass are the greatest healers, as well as the ones most adept at wielding dangerous chemicals.</text>
|
||||
<text></text>
|
||||
<text>Source: Eberron: Rising from the Last War p. 58</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Alchemist: Alchemical Homunculus</name>
|
||||
<text>At 3rd level, you learn ancient methods for magically creating a special homunculus that is formed by alchemical substances.</text>
|
||||
<text>Whenever you finish a long rest and your alchemist's supplies are with you, you can form this homunculus in an unoccupied space within 5 feet of you. If you already have a homunculus from this feature, the first one immediately dies.</text>
|
||||
<text>The homunculus is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the Alchemical Homunculus stat block. You determine the homunculus's appearance, which includes wings and bits of alchemical equipment. Some alchemists prefer mechanical-looking birds, whereas others like winged vials or miniature cauldrons.</text>
|
||||
<text>In combat, the homunculus shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or to take the Dash, Disengage, or Help action.</text>
|
||||
<text>If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your alchemist's supplies as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The homunculus returns to life with all its hit points restored.</text>
|
||||
<text></text>
|
||||
<text>Source: Eberron: Rising from the Last War p. 58</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Alchemist: Alchemist Spells</name>
|
||||
<text>Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Alchemist Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.</text>
|
||||
<text></text>
|
||||
<text>Alchemist Spells</text>
|
||||
<text>Artificer Level | Spell</text>
|
||||
<text>3rd | purify food and drink, ray of sickness</text>
|
||||
<text>5th | Melf's acid arrow, web</text>
|
||||
<text>9th | create food and water, stinking cloud</text>
|
||||
<text>13th | blight, death ward</text>
|
||||
<text>17th | cloudkill, raise dead</text>
|
||||
<text></text>
|
||||
<text>Source: Eberron: Rising from the Last War p. 58</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Alchemist: Tools of the Trade</name>
|
||||
<text>By the time you adopt this specialty at 3rd level, you're deeply familiar with employing its tools.</text>
|
||||
<text></text>
|
||||
<text>Proficiencies</text>
|
||||
<text> You gain proficiency with alchemist's supplies and the herbalism kit, assuming you don't already have them. You also gain alchemist's supplies and an herbalism kit for free—the result of tinkering you've done as you've prepared for this specialization.</text>
|
||||
<text></text>
|
||||
<text>Crafting</text>
|
||||
<text> If you craft a magic item in the potion category, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.</text>
|
||||
<text></text>
|
||||
<text>Source: Eberron: Rising from the Last War p. 58</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Artificer Specialist: Artillerist</name>
|
||||
<text>An Artillerist specializes in using magic to hurl energy, projectiles, and explosions on a battlefield. This destructive power was valued by all the armies of the Last War. Now that the war is over, some members of this specialization have sought to build a more peaceful world by using their powers to fight the resurgence of strife in Khorvaire.</text>
|
||||
<text>The gnome artificer Vi, an unlikely yet key member of House Cannith's warforged project, has been especially vocal about making things right: "It's about time we fixed things instead of blowing them all to hell."</text>
|
||||
<text></text>
|
||||
<text>Source: Eberron: Rising from the Last War p. 59</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Artillerist: Artillerist Spells</name>
|
||||
<text>Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Artillerist Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.</text>
|
||||
<text></text>
|
||||
<text>Artillerist Spells</text>
|
||||
<text>Artificer Level | Spell</text>
|
||||
<text>3rd | shield, thunderwave</text>
|
||||
<text>5th | scorching ray, shatter</text>
|
||||
<text>9th | fireball, wind wall</text>
|
||||
<text>13th | ice storm, wall of fire</text>
|
||||
<text>17th | cone of cold, wall of force</text>
|
||||
<text></text>
|
||||
<text>Source: Eberron: Rising from the Last War p. 59</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Artillerist: Eldritch Cannon</name>
|
||||
<text>At 3rd level, you learn how to create a magical cannon. Using woodcarver's tools or smith's tools, you can take an action to magically create a Small or Tiny eldritch cannon in an unoccupied space on a horizontal surface within 5 feet of you. A Small eldritch cannon occupies its space, and a Tiny one can be held in one hand.</text>
|
||||
<text>Once you create a cannon, you can't do so again until you finish a long rest or until you expend a spell slot of 1st level or higher. You can have only one cannon at a time and can't create one while your cannon is present.</text>
|
||||
<text>The cannon is a magical object. Regardless of size, the cannon has an AC of 18 and a number of hit points equal to five times your artificer level. It is immune to poison damage and psychic damage, and all conditions. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss it early as an action.</text>
|
||||
<text>When you create the cannon, you determine its appearance and whether it has legs. You also decide which type it is, choosing from the options on the Eldritch Cannons table. On each of your turns, you can take a bonus action to cause the cannon to activate if you are within 60 feet of it. As part of the same bonus action, you can direct the cannon to walk or climb up to 15 feet to an unoccupied space, provided it has legs.</text>
|
||||
<text></text>
|
||||
<text>Eldritch Cannons</text>
|
||||
<text>Cannon | Activation</text>
|
||||
<text>Flamethrower | The cannon exhales fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 2d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.</text>
|
||||
<text>Force Ballista | Make a ranged spell attack, originating from the cannon, at one creature or object within 120 feet of it. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon.</text>
|
||||
<text>Protector | The cannon emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to 1d8 + your Intelligence modifier (minimum of +1).</text>
|
||||
<text></text>
|
||||
<text>Source: Eberron: Rising from the Last War p. 59</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Artillerist: Tool Proficiency</name>
|
||||
<text>When you adopt this specialization at 3rd level, you gain proficiency with woodcarver's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.</text>
|
||||
<text></text>
|
||||
<text>Source: Eberron: Rising from the Last War p. 59</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Artificer Specialist: Artillerist</name>
|
||||
<text>An Artillerist specializes in using magic to create explosions and defensive positions, as well as magic-infused sidearms—especially wands—that can be used on the battlefield. Artillerists were valued by all the armies of the Last War.</text>
|
||||
<text></text>
|
||||
<text>Source: Eberron: Rising from the Last War p. 59</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Artillerist: Arcane Turret</name>
|
||||
<text>At 3rd level, you learn how to create a magical turret. With your smith's tools in hand, you can take an action to magically summon a Medium turret in an unoccupied space on a horizontal surface within 5 feet of you.</text>
|
||||
<text>The turret is a magical object that occupies its space and that has crablike legs. It has an AC of 18 and a number of hit points equal to five times your artificer level. It is immune to poison damage, psychic damage, and all conditions. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 10 minutes. You can dismiss it early as an action.</text>
|
||||
<text>When you summon the turret, you decide which type it is, choosing from the options on the Arcane Turrets table. On each of your turns, you can take a bonus action to cause the turret to activate if you are within 60 feet of it. As part of the same action, you can direct the turret to walk or climb up to 15 feet to an unoccupied space.</text>
|
||||
<text>You can summon a turret once for free and must finish a long rest before doing so again. You can also summon the turret by expending a spell slot of 1st level or higher. If you summon a second turret, the first turret disappears.</text>
|
||||
<text>As an action, you can command your turret to detonate if you are within 60 feet of it. Doing so destroys the turret and forces each creature within 10 feet of it to make a Dexterity saving throw against your spell save DC, taking 3d6 force damage on a failed save or half as much damage on a successful one.</text>
|
||||
<text></text>
|
||||
<text>Arcane Turrets</text>
|
||||
<text>Turret | Activation</text>
|
||||
<text>Flamethrower | The turret exhales fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 1d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.</text>
|
||||
<text>Force Ballista | Make a ranged spell attack, originating from the turret, at one creature or object within 120 feet of it. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the turret.</text>
|
||||
<text>Defender | The turret emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to 1d8 + your Intelligence modifier (minimum of +1).</text>
|
||||
<text></text>
|
||||
<text>Source: Eberron: Rising from the Last War p. 59</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Artillerist: Artillerist Spells</name>
|
||||
<text>Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Alchemist Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.</text>
|
||||
<text></text>
|
||||
<text>Artillerist Spells</text>
|
||||
<text>Artificer Level | Spell</text>
|
||||
<text>3rd | shield, thunderwave</text>
|
||||
<text>5th | scorching ray, shatter</text>
|
||||
<text>9th | fireball, wind wall</text>
|
||||
<text>13th | ice storm, wall of fire</text>
|
||||
<text>17th | cone of cold, wall of force</text>
|
||||
<text></text>
|
||||
<text>Source: Eberron: Rising from the Last War p. 59</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Artillerist: Tools of the Trade</name>
|
||||
<text>By the time you adopt this specialty at 3rd level, you're deeply familiar with employing its tools.</text>
|
||||
<name>Artillerist: Proficiencies</name>
|
||||
<text> You gain proficiency with smith's tools and woodcarver's tools, assuming you don't already have them. You also gain those tools for free—the result of tinkering you've done as you've prepared for this specialization.</text>
|
||||
<text> In addition, you gain the ability to use rods, staffs, and wands as spellcasting focuses for your artificer spells. You also gain a nonmagical, wooden wand for free, which you've carved in your spare time.</text>
|
||||
<name>Artillerist: Crafting</name>
|
||||
<text> If you craft a magic item in the wand category, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.</text>
|
||||
<text></text>
|
||||
<text>Source: Eberron: Rising from the Last War p. 59</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Artificer Specialist: Battle Smith</name>
|
||||
<text>Armies require protection, and someone has to put things back together if defenses fail. A combination of protector and medic, a Battle Smith is an expert at defending others and repairing both material and personnel. To aid in their work, Battle Smiths are usually accompanied by a steel defender, a protective companion of their own creation. Many soldiers tell stories of nearly dying before being saved by a Battle Smith and a steel defender.</text>
|
||||
<text>Battle Smiths played a key role in House Cannith's work on battle constructs and the original warforged, and after the Last War, these artificers led efforts to aid those who were injured in the war's horrific battles.</text>
|
||||
<text></text>
|
||||
<text>Source: Eberron: Rising from the Last War p. 60</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Battle Smith: Battle Ready</name>
|
||||
<text>When you reach 3rd level, your combat training and your experiments with magic have paid off in two ways:</text>
|
||||
<text>• You gain proficiency with martial weapons.</text>
|
||||
<text>• When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.</text>
|
||||
<text></text>
|
||||
<text>Source: Eberron: Rising from the Last War p. 60</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Battle Smith: Battle Smith Spells</name>
|
||||
<text>Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Battle Smith Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.</text>
|
||||
<text></text>
|
||||
<text>Battle Smith Spells</text>
|
||||
<text>Artificer Level | Spell</text>
|
||||
<text>3rd | heroism, shield</text>
|
||||
<text>5th | branding smite, warding bond</text>
|
||||
<text>9th | aura of vitality, conjure barrage</text>
|
||||
<text>13th | aura of purity, fire shield</text>
|
||||
<text>17th | banishing smite, mass cure wounds</text>
|
||||
<text></text>
|
||||
<text>Source: Eberron: Rising from the Last War p. 60</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Battle Smith: Steel Defender</name>
|
||||
<text>By 3rd level, your tinkering has borne you a faithful companion, a steel defender. It is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the steel defender stat block, which uses your proficiency bonus (PB) in several places. You determine the creature's appearance and whether it has two legs or four; your choice has no effect on its game statistics.</text>
|
||||
<text>In combat, the defender shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the defender can take any action of its choice, not just Dodge.</text>
|
||||
<text>If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your smith's tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The steel defender returns to life after 1 minute with all its hit points restored.</text>
|
||||
<text>At the end of a long rest, you can create a new steel defender if you have your smith's tools with you. If you already have a steel defender from this feature, the first one immediately perishes. The defender also perishes if you die.</text>
|
||||
<text></text>
|
||||
<text>Source: Eberron: Rising from the Last War p. 60</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Battle Smith: Tool Proficiency</name>
|
||||
<text>When you adopt this specialization at 3rd level, you gain proficiency with smith's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.</text>
|
||||
<text></text>
|
||||
<text>Source: Eberron: Rising from the Last War p. 60</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Artificer Specialist: Battle Smith</name>
|
||||
<text>Armies require protection, and someone has to put things back together if defenses fail. A combination of protector and medic, a Battle Smith is an expert at defending others and repairing both materiel and personnel. To aid in their work, Battle Smiths are usually accompanied by an iron defender, a protective companion of their own creation. Many soldiers tell stories of nearly dying before being saved by a Battle Smith and an iron defender.</text>
|
||||
<text>Battle Smiths played a key role in House Cannith's work on battle constructs and the original warforged, and after the Last War, these artificers led efforts to aid those who were injured in the war's horrific battles.</text>
|
||||
<text></text>
|
||||
<text>Source: Eberron: Rising from the Last War p. 60</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Battle Smith: Battle Ready</name>
|
||||
<text>When you reach 3rd level, your combat training and your experiments with magic and have paid off in two ways:</text>
|
||||
<text>• You gain proficiency with martial weapons.</text>
|
||||
<text>• When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls.</text>
|
||||
<text></text>
|
||||
<text>Source: Eberron: Rising from the Last War p. 60</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Battle Smith: Battle Smith Spells</name>
|
||||
<text>Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Battle Smith Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.</text>
|
||||
<text></text>
|
||||
<text>Battle Smith Spells</text>
|
||||
<text>Artificer Level | Spell</text>
|
||||
<text>3rd | heroism, searing smite</text>
|
||||
<text>5th | branding smite, warding bond</text>
|
||||
<text>9th | aura of vitality, blinding smite</text>
|
||||
<text>13th | aura of purity, staggering smite</text>
|
||||
<text>17th | banishing smite, mass cure wounds</text>
|
||||
<text></text>
|
||||
<text>Source: Eberron: Rising from the Last War p. 60</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Battle Smith: Iron Defender</name>
|
||||
<text>By 3rd level, the tinkering in your free time has borne you a faithful companion, an iron defender. This metallic creature resembles a hound, a cougar, a bear, or another four-legged creature of your choice. It is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the iron defender stat block.</text>
|
||||
<text>In combat, the iron defender shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or the Dash, Disengage, or Help action.</text>
|
||||
<text>If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your smith's tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The iron defender returns to life after 1 minute with all its hit points restored.</text>
|
||||
<text>At the end of a long rest, you can create a new iron defender if you have your smith's tools with you. If you already have an iron defender from this feature, the first one immediately perishes.</text>
|
||||
<text></text>
|
||||
<text>Source: Eberron: Rising from the Last War p. 60</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Battle Smith: Tools of the Trade</name>
|
||||
<text>By the time you adopt this specialty at 3rd level, you're deeply familiar with employing its tools.</text>
|
||||
<name>Battle Smith: Proficiencies</name>
|
||||
<text> You gain proficiency with leatherworker's tools and smith's tools, assuming you don't already have them. You also gain leatherworker's tools and smith's tools for free—the result of tinkering you've done as you've prepared for this specialization.</text>
|
||||
<name>Battle Smith: Crafting</name>
|
||||
<text> If you craft a magic item in the armor category, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.</text>
|
||||
<text></text>
|
||||
<text>Source: Eberron: Rising from the Last War p. 60</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature>
|
||||
<name>The Right Tool for the Job</name>
|
||||
<text>At 3rd level, you learn how to produce exactly the tool you need: with thieves' tools or artisan's tools in hand, you can magically create one set of artisan's tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.</text>
|
||||
<text></text>
|
||||
<text>Source: Eberron: Rising from the Last War p. 54</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="4">
|
||||
<slots>2, 3</slots>
|
||||
</autolevel>
|
||||
<autolevel level="4" scoreImprovement="YES">
|
||||
<feature>
|
||||
<name>Ability Score Improvement</name>
|
||||
<text>When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.</text>
|
||||
<text>If your DM allows the use of feats, you may instead take a feat.</text>
|
||||
<text></text>
|
||||
<text>Source: Eberron: Rising from the Last War p. 54</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="5">
|
||||
<slots>2, 4, 2</slots>
|
||||
</autolevel>
|
||||
<autolevel level="5">
|
||||
<feature>
|
||||
<name>Artificer Specialist Feature</name>
|
||||
<text>At 5th level, you gain a feature granted by your Artificer Specialist choice.</text>
|
||||
<text></text>
|
||||
<text>Source: Eberron: Rising from the Last War p. 54</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="5">
|
||||
<feature optional="YES">
|
||||
<name>Alchemist: Alchemical Savant</name>
|
||||
<text>At 5th level, you develop masterful command of magical chemicals, enhancing the healing and damage you create through them. Whenever you cast a spell using your alchemist's supplies as the spellcasting focus, you gain a bonus to one roll of the spell. That roll must restore hit points or be a damage roll that deals acid, fire, necrotic, or poison damage, and the bonus equals your Intelligence modifier (minimum of +1).</text>
|
||||
<text></text>
|
||||
<text>Source: Eberron: Rising from the Last War p. 58</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="5">
|
||||
<feature optional="YES">
|
||||
<name>Artillerist: Arcane Firearm</name>
|
||||
<text>At 5th level, you know how to turn a wand, staff, or rod into an arcane firearm, a conduit for your destructive spells. When you finish a long rest, you can use woodcarver's tools to carve special sigils into a wand, staff, or rod and thereby turn it into your arcane firearm. The sigils disappear from the object if you later carve them on a different item. The sigils otherwise last indefinitely.</text>
|
||||
<text>You can use your arcane firearm as a spellcasting focus for your artificer spells. When you cast an artificer spell through the firearm, roll a d8, and you gain a bonus to one of the spell's damage rolls equal to the number rolled.</text>
|
||||
<text></text>
|
||||
<text>Source: Eberron: Rising from the Last War p. 59</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="5">
|
||||
<feature optional="YES">
|
||||
<name>Battle Smith: Extra Attack</name>
|
||||
<text>Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.</text>
|
||||
<text></text>
|
||||
<text>Source: Eberron: Rising from the Last War p. 60</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
<slots>2, 4, 2</slots>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
<feature>
|
||||
<name>Tool Expertise</name>
|
||||
<text>Starting at 6th level, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.</text>
|
||||
<text></text>
|
||||
<text>Source: Eberron: Rising from the Last War p. 54</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<slots>2, 4, 3</slots>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<feature>
|
||||
<name>Flash of Genius</name>
|
||||
<text>Starting at 7th level, you gain the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll.</text>
|
||||
<text>You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Eberron: Rising from the Last War p. 54</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="8">
|
||||
<slots>2, 4, 3</slots>
|
||||
</autolevel>
|
||||
<autolevel level="8" scoreImprovement="YES">
|
||||
<feature>
|
||||
<name>Ability Score Improvement</name>
|
||||
<text>When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.</text>
|
||||
<text>If your DM allows the use of feats, you may instead take a feat.</text>
|
||||
<text></text>
|
||||
<text>Source: Eberron: Rising from the Last War p. 54</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="9">
|
||||
<slots>2, 4, 3, 2</slots>
|
||||
</autolevel>
|
||||
<autolevel level="9">
|
||||
<feature>
|
||||
<name>Artificer Specialist Feature</name>
|
||||
<text>At 9th level, you gain a feature granted by your Artificer Specialist choice.</text>
|
||||
<text></text>
|
||||
<text>Source: Eberron: Rising from the Last War p. 54</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="9">
|
||||
<feature optional="YES">
|
||||
<name>Alchemist: Restorative Reagents</name>
|
||||
<text>Starting at 9th level, you can incorporate restorative reagents into some of your works:</text>
|
||||
<text>• Whenever a creature drinks an experimental elixir you created, the creature gains temporary hit points equal to 2d6 + your Intelligence modifier (minimum of 1 temporary hit point).</text>
|
||||
<text>• You can cast lesser restoration without expending a spell slot and without preparing the spell, provided you use alchemist's supplies as the spellcasting focus. You can do so a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Eberron: Rising from the Last War p. 58</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="9">
|
||||
<feature optional="YES">
|
||||
<name>Alchemist: Extra Alchemical Formula</name>
|
||||
<text>At 9th level, you learn an additional Alchemical Formula.</text>
|
||||
<text></text>
|
||||
<text>Source: Eberron: Rising from the Last War p. 58</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="9">
|
||||
<feature optional="YES">
|
||||
<name>Artillerist: Explosive Cannon</name>
|
||||
<text>Starting at 9th level, every eldritch cannon you create is more destructive:</text>
|
||||
<text>• The cannon's damage rolls all increase by 1d8.</text>
|
||||
<text>• As an action, you can command the cannon to detonate if you are within 60 feet of it. Doing so destroys the cannon and forces each creature within 20 feet of it to make a Dexterity saving throw against your spell save DC, taking 3d8 force damage on a failed save or half as much damage on a successful one.</text>
|
||||
<text></text>
|
||||
<text>Source: Eberron: Rising from the Last War p. 59</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="9">
|
||||
<feature optional="YES">
|
||||
<name>Battle Smith: Arcane Jolt</name>
|
||||
<text>At 9th level, you learn new ways to channel arcane energy to harm or heal. When either you hit a target with a magic weapon attack or your steel defender hits a target, you can channel magical energy through the strike to create one of the following effects:</text>
|
||||
<text>• The target takes an extra 2d6 force damage.</text>
|
||||
<text>• Choose one creature or object you can see within 30 feet of the target. Healing energy flows into the chosen recipient, restoring 2d6 hit points to it.</text>
|
||||
<text>You can use this energy a number of times equal to your Intelligence modifier (minimum of once), but you can do so no more than once on a turn. You regain all expended uses when you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Eberron: Rising from the Last War p. 60</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="10">
|
||||
<slots>3, 4, 3, 2</slots>
|
||||
</autolevel>
|
||||
<autolevel level="10">
|
||||
<feature>
|
||||
<name>Magic Item Adept</name>
|
||||
<text>When you reach 10th level, you achieve a profound understanding of how to use and make magic items:</text>
|
||||
<text>• You can attune to up to four magic items at once.</text>
|
||||
<text>• If you craft a magic item with a rarity of common or uncommon, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.</text>
|
||||
<text></text>
|
||||
<text>Source: Eberron: Rising from the Last War p. 54</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="11">
|
||||
<slots>3, 4, 3, 3</slots>
|
||||
</autolevel>
|
||||
<autolevel level="11">
|
||||
<feature>
|
||||
<name>Spell-Storing Item</name>
|
||||
<text>At 11th level, you learn how to store a spell in an object. Whenever you finish a long rest, you can touch one simple or martial weapon or one item that you can use as a spellcasting focus, and you store a spell in it, choosing a 1st- or 2nd-level spell from the artificer spell list that requires 1 action to cast (you needn't have it prepared).</text>
|
||||
<text>While holding the object, a creature can take an action to produce the spell's effect from it, using your spellcasting ability modifier. If the spell requires concentration, the creature must concentrate. The spell stays in the object until it's been used a number of times equal to twice your Intelligence modifier (minimum of twice) or until you use this feature again to store a spell in an object.</text>
|
||||
<text></text>
|
||||
<text>Source: Eberron: Rising from the Last War p. 54</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="12">
|
||||
<slots>3, 4, 3, 3</slots>
|
||||
</autolevel>
|
||||
<autolevel level="12" scoreImprovement="YES">
|
||||
<feature>
|
||||
<name>Ability Score Improvement</name>
|
||||
<text>When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.</text>
|
||||
<text>If your DM allows the use of feats, you may instead take a feat.</text>
|
||||
<text></text>
|
||||
<text>Source: Eberron: Rising from the Last War p. 54</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="13">
|
||||
<slots>3, 4, 3, 3, 1</slots>
|
||||
</autolevel>
|
||||
<autolevel level="14">
|
||||
<slots>4, 4, 3, 3, 1</slots>
|
||||
</autolevel>
|
||||
<autolevel level="14">
|
||||
<feature>
|
||||
<name>Magic Item Savant</name>
|
||||
<text>At 14th level, your skill with magic items deepens more:</text>
|
||||
<text>• You can attune to up to five magic items at once.</text>
|
||||
<text>• You ignore all class, race, spell, and level requirements on attuning to or using a magic item.</text>
|
||||
<text></text>
|
||||
<text>Source: Eberron: Rising from the Last War p. 54</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<slots>4, 4, 3, 3, 2</slots>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature>
|
||||
<name>Artificer Specialist Feature</name>
|
||||
<text>At 15th level, you gain a feature granted by your Artificer Specialist choice.</text>
|
||||
<text></text>
|
||||
<text>Source: Eberron: Rising from the Last War p. 54</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Alchemist: Chemical Mastery</name>
|
||||
<text>By 15th level, you have been exposed to so many chemicals that they pose little risk to you, and you can use them to quickly end certain ailments:</text>
|
||||
<text>• You gain resistance to acid damage and poison damage, and you are immune to the poisoned condition.</text>
|
||||
<text>• You can cast greater restoration and heal without expending a spell slot, without preparing the spell, and without material components, provided you use alchemist's supplies as the spellcasting focus. Once you cast either spell with this feature, you can't cast that spell with it again until you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Eberron: Rising from the Last War p. 58</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Artillerist: Fortified Position</name>
|
||||
<text>Starting at 15th level, you're a master at forming well-defended emplacements using Eldritch Cannon:</text>
|
||||
<text>• You and your allies have half cover while within 10 feet of a cannon you create with Eldritch Cannon, as a result of a shimmering field of magical protection that the cannon emits.</text>
|
||||
<text>• You can now have two cannons at the same time. You can create two with the same action (but not the same spell slot), and you can activate both of them with the same bonus action. You determine whether the cannons are identical to each other or different. You can't create a third cannon while you have two.</text>
|
||||
<text></text>
|
||||
<text>Source: Eberron: Rising from the Last War p. 59</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Battle Smith: Improved Defender</name>
|
||||
<text>At 15th level, your Arcane Jolt and steel defender become more powerful:</text>
|
||||
<text>• The extra damage and the healing of your Arcane Jolt both increase to 4d6.</text>
|
||||
<text>• Your steel defender gains a +2 bonus to Armor Class.</text>
|
||||
<text>• Whenever your steel defender uses its Deflect Attack, the attacker takes force damage equal to 1d4 + your Intelligence modifier.</text>
|
||||
<text></text>
|
||||
<text>Source: Eberron: Rising from the Last War p. 60</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="16">
|
||||
<slots>4, 4, 3, 3, 2</slots>
|
||||
</autolevel>
|
||||
<autolevel level="16" scoreImprovement="YES">
|
||||
<feature>
|
||||
<name>Ability Score Improvement</name>
|
||||
<text>When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.</text>
|
||||
<text>If your DM allows the use of feats, you may instead take a feat.</text>
|
||||
<text></text>
|
||||
<text>Source: Eberron: Rising from the Last War p. 54</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="17">
|
||||
<slots>4, 4, 3, 3, 3, 1</slots>
|
||||
</autolevel>
|
||||
<autolevel level="18">
|
||||
<slots>4, 4, 3, 3, 3, 1</slots>
|
||||
</autolevel>
|
||||
<autolevel level="18">
|
||||
<feature>
|
||||
<name>Magic Item Master</name>
|
||||
<text>Starting at 18th level, you can attune to up to six magic items at once.</text>
|
||||
<text></text>
|
||||
<text>Source: Eberron: Rising from the Last War p. 54</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="19">
|
||||
<slots>4, 4, 3, 3, 3, 2</slots>
|
||||
</autolevel>
|
||||
<autolevel level="19" scoreImprovement="YES">
|
||||
<feature>
|
||||
<name>Ability Score Improvement</name>
|
||||
<text>When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.</text>
|
||||
<text>If your DM allows the use of feats, you may instead take a feat.</text>
|
||||
<text></text>
|
||||
<text>Source: Eberron: Rising from the Last War p. 54</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="20">
|
||||
<slots>4, 4, 3, 3, 3, 2</slots>
|
||||
</autolevel>
|
||||
<autolevel level="20">
|
||||
<feature>
|
||||
<name>Soul of Artifice</name>
|
||||
<text>At 20th level, you develop a mystical connection to your magic items, which you can draw on for protection:</text>
|
||||
<text>• You gain a +1 bonus to all saving throws per magic item you are currently attuned to.</text>
|
||||
<text>• If you're reduced to 0 hit points but not killed outright, you can use your reaction to end one of your artificer infusions, causing you to drop to 1 hit point instead of 0.</text>
|
||||
<text></text>
|
||||
<text>Source: Eberron: Rising from the Last War p. 54</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
</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 +1,350 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<item>
|
||||
<name>Arcane Propulsion Arm</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property>T</property>
|
||||
<dmg1>1d8</dmg1>
|
||||
<dmgType>FC</dmgType>
|
||||
<range>20/60</range>
|
||||
<text>This prosthetic appendage was developed by artificers of House Cannith. To attune to this item, you must attach it to your arm at the wrist, elbow, or shoulder, at which point the prosthetic magically forms a copy of the appendage it's replacing.
|
||||
While attached, the prosthetic provides these benefits:
|
||||
• The prosthetic is a fully capable part of your body.
|
||||
• You can take an action to remove the prosthetic, and it removes itself if your attunement to it ends. It can't be removed against your will.
|
||||
• The prosthetic is a magic melee weapon with which you're proficient. It deals 1d8 force damage on a hit and has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When thrown, the prosthetic detaches and flies at the target of the attack, then immediately returns to you and reattaches.
|
||||
Source: Eberron: Rising from the Last War p. 276</text>
|
||||
<roll>1d8</roll>
|
||||
</item>
|
||||
<item>
|
||||
<name>Belashyrra's Beholder Crown</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>This symbiotic crown is carved from dark purple and mauve stone, with ten points like stalks set with gemstones resembling the eyestalks of a beholder. To attune to this item, you must wear it on your head for the entire attunement period, during which the crown's hidden tendrils burrow into your scalp to bond with your skull.
|
||||
While wearing the crown, you can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
|
||||
Spells: The crown has 10 charges. While wearing it, you can use an action to expend some of its charges to cast one of the following spells from it (spell save DC 16): charm person (1 charge), disintegrate (6 charges), fear (3 charges), finger of death (7 charges), flesh to stone (6 charges), hold person (2 charges), ray of enfeeblement (2 charges), sleep (1 charge), slow (3 charges), telekinesis (5 charges).
|
||||
The crown regains 1d6 + 3 expended charges daily at dawn.
|
||||
Symbiotic Nature: The crown can't be removed from you while you're attuned to it, and you can't voluntarily end your attunement to it. If you're targeted by a spell that ends a curse, your attunement to the crown ends, and it detaches from you.
|
||||
The daelkyr Belashyrra made these crowns. While on the same plane of existence as the crown, Belashyrra can see through its eyestalks.
|
||||
Source: Eberron: Rising from the Last War p. 276</text>
|
||||
<roll>1d6+3</roll>
|
||||
</item>
|
||||
<item>
|
||||
<name>Cleansing Stone</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>A cleansing stone is a sphere 1 foot in diameter, engraved with mystic sigils. When touching the stone, you can use an action to activate it and remove dirt and grime from your garments and your person.
|
||||
Such stones are often embedded in pedestals in public squares in Aundair or in high-end Ghallanda inns.
|
||||
Source: Eberron: Rising from the Last War p. 276, Wayfinder's Guide to Eberron p. 115</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Common Glamerweave</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>Glamerweave is clothing imbued with harmless illusory magic. While wearing the common version of these clothes, you can use a bonus action to create a moving illusory pattern within the cloth.
|
||||
Source: Eberron: Rising from the Last War p. 277, Wayfinder's Guide to Eberron p. 115</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Docent</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>A docent is a small metal sphere, about 2 inches across, studded with dragonshards. To attune to a docent, you must embed the item somewhere on your body, such as your chest or your eye socket.
|
||||
Sentience: A docent is a sentient item of any alignment with an Intelligence of 16, a Wisdom of 14, and a Charisma of 14. It perceives the world through your senses. It communicates telepathically with you and can speak, read, and understand any language it knows (see "Random Properties" below).
|
||||
Life Support: Whenever you end your turn with 0 hit points, the docent can make a Wisdom (Medicine) check with a +6 bonus. If this check succeeds, the docent stabilizes you.
|
||||
Random Properties: A docent has the following properties:
|
||||
Languages. The docent knows Common, Giant, and 1d4 additional languages chosen by the DM. If a docent knows fewer than six languages, it can learn a new language after it hears or reads the language through your senses.
|
||||
Skills. The docent has a +7 bonus to one of the following skills (roll a d4): (1) Arcana, (2) History, (3) Investigation, or (4) Nature.
|
||||
Spells. The docent knows one of the following spells and can cast it at will, requiring no components (roll a d6): (1–2) detect evil and good or (3–6) detect magic. The docent decides when to cast the spell.
|
||||
Personality: A docent is designed to advise and assist the warforged it's attached to. One of the simple functions of a docent is to serve as a translator. The docent's properties are under its control, and if you have a bad relationship with your docent, it might refuse to assist you.
|
||||
Source: Eberron: Rising from the Last War p. 276, Wayfinder's Guide to Eberron p. 120</text>
|
||||
<roll>1d4</roll>
|
||||
</item>
|
||||
<item>
|
||||
<name>Dragon's Blood</name>
|
||||
<detail>Other</detail>
|
||||
<type>G</type>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>Introduced into Sharn by Daask, dragon's blood is a potent and highly addictive stimulant. In addition to inducing euphoria, it can enhance spellcasting ability or even temporarily imbue a user with the ability to cast sorcerer spells. The drug's effects are potentially dangerous and always unpredictable. This isn't something a player character should want to use; adventurers are more likely to interfere with Daask smugglers or deal with an addict who accidentally casts a fireball in a crowded street. The specific effects of dragon's blood are up to you, but you can take inspiration from the PHB.
|
||||
Source: Eberron: Rising from the Last War p. 244</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Dreamlily</name>
|
||||
<detail>Other</detail>
|
||||
<type>G</type>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>A psychoactive liquid that smells and tastes like your favorite beverage, essence of dreamlily is a Sarlonan opiate. First imported to help manage pain during the Last War, it's now the most commonly abused substance in Sharn. Though dreamlily isn't illegal if used for medicinal purposes, it's heavily taxed, and thus most dreamlily is smuggled in and sold on the black market. Dreamlily dens can be found across the lower wards. Consuming dreamlily causes disorienting euphoria and brings about remarkable resistance to pain. A creature under the effects of dreamlily is poisoned for 1 hour. While poisoned in this way, the creature is immune to fear, and the first time it drops to 0 hit points without being killed outright, it drops to 1 hit point instead. A dose of dreamlily costs around 1 gp, or up to ten times that if purchased through legal channels. There are many varieties of the drug, however, and the duration or the price might vary accordingly.
|
||||
Source: Eberron: Rising from the Last War p. 244</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Dyrrn's Tentacle Whip</name>
|
||||
<detail>martial Weapon, Melee Weapon</detail>
|
||||
<type>M</type>
|
||||
<weight>3</weight>
|
||||
<property>F,R</property>
|
||||
<dmg1>1d4</dmg1>
|
||||
<dmgType>S</dmgType>
|
||||
<text>This long, whip-like strand of tough muscle bears a sharp stinger at one end. To attune to this symbiotic weapon, you wrap the whip around your wrist for the entire attunement period, during which time the whip painfully embeds its tendrils into your arm.
|
||||
You gain a +2 bonus to attack and damage rolls made with this magic whip, but attack rolls made against aberrations with this weapon have disadvantage. A creature hit by this weapon takes an extra 1d6 psychic damage. When you roll a 20 on the d20 for an attack roll with this weapon, the target is stunned until the end of its next turn.
|
||||
As a bonus action, you can sheathe the whip by causing it to retract into your arm, or draw the whip out of your arm again.
|
||||
Symbiotic Nature: The whip can't be removed from you while you're attuned to it, and you can't voluntarily end your attunement to it. If you're targeted by a spell that ends a curse, your attunement to the whip ends, and it detaches from you.
|
||||
Source: Eberron: Rising from the Last War p. 276</text>
|
||||
<roll>1d6</roll>
|
||||
</item>
|
||||
<item>
|
||||
<name>Earworm</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>To attune to this symbiont, you must hold it against the skin behind your ear for the entire attunement period, whereupon it burrows into your head and bonds to your skull. While the earworm is inside you, you can speak, read, and write Deep Speech.
|
||||
Spells: The earworm has 4 charges. You can cast the following spells from it, expending the necessary number of charges (spell save DC 15): detect thoughts (2 charges) or dissonant whispers (1 charge). Each time you use the earworm to cast the detect thoughts spell, it sends the information gleaned to the nearest daelkyr, or to the next nearest earworm until it reaches a daelkyr.
|
||||
The earworm regains 1d4 expended charges daily at dawn.
|
||||
Symbiotic Nature: The earworm can't be removed from you while you're attuned to it, and you can't voluntarily end your attunement to it. If you're targeted by a spell that ends a curse, your attunement to the earworm ends, and it exits your body.
|
||||
Source: Eberron: Rising from the Last War p. 277</text>
|
||||
<roll>1d4</roll>
|
||||
</item>
|
||||
<item>
|
||||
<name>Everbright Lantern</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>This bullseye lantern contains an Eberron dragonshard that sheds light comparable to that produced by a continual flame spell. An everbright lantern sheds light in a 120-foot cone; the closest 60 feet is bright light, and the farthest 60 feet is dim light.
|
||||
Source: Eberron: Rising from the Last War p. 277, Wayfinder's Guide to Eberron p. 115</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Feather Token</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>This small metal disk is inscribed with the image of a feather. When you fall at least 20 feet while the token is on your person, you descend 60 feet per round and take no damage from falling. The token's magic is expended after you land, whereupon the disk becomes nonmagical.
|
||||
Source: Eberron: Rising from the Last War p. 277, Wayfinder's Guide to Eberron p. 115</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Finder's Goggles</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>The lenses of these garish goggles are carved from Siberys dragonshards. While wearing these lenses, you gain the following benefits:
|
||||
• When you make a Wisdom (Insight) check, you can roll a d4 and add the number rolled to the check.
|
||||
• As an action, you can use the goggles to examine an object to identify the aura of the last creature that touched it. Make a Wisdom (Insight) check against a DC of 13 + the number of days since the last contact occurred. On a success, you learn the creature's type and can immediately use the goggles to cast locate creature to find that creature. This property can't be used again until the next dawn.
|
||||
Source: Eberron: Rising from the Last War p. 277, Wayfinder's Guide to Eberron p. 115</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Keycharm</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>This small stylized key plays a vital role in the work of House Kundarak. If you cast the alarm, arcane lock, or glyph of warding spell, you can tie the effect to the keycharm so that whoever holds it receives the notification from the alarm spell, bypasses the lock of the arcane lock spell, or avoids triggering the glyph placed by the glyph of warding spell. In addition, the holder (who needn't be attuned to the item) can take an action to end any one spell tied to it, provided the holder knows the command word you set for ending the tied spells. The keycharm can have up to three tied spells at one time.
|
||||
Source: Eberron: Rising from the Last War p. 277, Wayfinder's Guide to Eberron p. 115</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Kyrzin's Ooze</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>This opalescent, symbiotic goo comes sealed in a jar and slowly shifts and moves, as if endlessly exploring the jar's interior. To attune to this item, you must first drink the contents of the jar, unlocking the following properties.
|
||||
Resistant: While attuned to Kyrzin's ooze, you have resistance to poison and acid damage, and you're immune to the poisoned condition.
|
||||
Amorphous: As an action, you can speak a command word and cause your body to assume the amorphous qualities of an ooze. For the next minute, you (along with any equipment you're wearing or carrying) can move through a space as narrow as 1 inch wide without squeezing. Once you use this property, it can't be used again until the next dawn.
|
||||
Acid Breath: As an action, you can exhale acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 36 (8d8) acid damage on a failed save, or half as much damage on a successful one. Once you use this property, it can't be used again until the next dawn.
|
||||
Symbiotic Nature: The ooze can't be removed from you while you're attuned to it, and you can't voluntarily end your attunement to it. If you're targeted by a spell that ends a curse, your attunement to the ooze ends, as it seeps out of you.
|
||||
If you die while the ooze is inside you, it bursts out and engulfs you, turning your corpse into a black pudding allied with the daelkyr.
|
||||
Source: Eberron: Rising from the Last War p. 278</text>
|
||||
<roll>8d8</roll>
|
||||
</item>
|
||||
<item>
|
||||
<name>Living Gloves</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>These symbiotic gloves—made of thin chitin and sinew—pulse with a life of their own. To attune to them, you must wear them for the entire attunement period, during which the gloves bond with your skin.
|
||||
While attuned to these gloves, you gain one of the following proficiencies (your choice when you attune to the gloves):
|
||||
• Sleight of Hand
|
||||
• Thieves' tools
|
||||
• One kind of artisan's tools of your choice
|
||||
• One kind of musical instrument of your choice
|
||||
When you make an ability check using the chosen proficiency, you add double your proficiency bonus to the check, instead of your normal proficiency bonus.
|
||||
Symbiotic Nature: The gloves can't be removed from you while you're attuned to them, and you can't voluntarily end your attunement to them. If you're targeted by a spell that ends a curse, your attunement to the gloves ends, and they can be removed.
|
||||
Source: Eberron: Rising from the Last War p. 278</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Prosthetic Limb</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>This artificial limb replaces a hand, arm, foot, leg, or similar appendage that was lost or removed. While the prosthetic is attached and attuned to you, it functions identically to the body part it is replacing. You can detach or reattach it as an action, and it can't be removed by anyone else.
|
||||
If you have multiple prosthetic limbs, they count as a single magic item with regard to the number of magic items you can attune to.
|
||||
Source: Eberron: Rising from the Last War p. 278, Explorer's Guide to Wildemount</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Scribe's Pen</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>You can use this pen to write on any surface. You decide whether the writing is visible or invisible, but the writing is always visible to a person with the Mark of Scribing.
|
||||
Any creature with the Mark of Scribing can use an action to touch the invisible writing, making it visible to all.
|
||||
If you use the pen to write on a creature that isn't a construct, the writing fades after 7 days.
|
||||
Source: Eberron: Rising from the Last War p. 278, Wayfinder's Guide to Eberron p. 115</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Shiftweave</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>When a suit of shiftweave is created, up to five different outfits can be embedded into the cloth. While wearing the clothing, you can speak its command word as a bonus action to transform your outfit into your choice of one of the other designs contained within it. Regardless of its appearance, the outfit can't be anything but clothing. Although it can duplicate the look of other magical clothing, it doesn't gain their magical properties.
|
||||
Source: Eberron: Rising from the Last War p. 279, Wayfinder's Guide to Eberron p. 115</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Speaking Stone</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>The key to long-distance, virtually instantaneous communication across Khorvaire is House Sivis's network of message stations. Each station contains at least one speaking stone, which is carved from a Siberys dragonshard and inscribed with arcane symbols that uniquely identify it. If you're a gnome with the Mark of Scribing, you can touch the stone and use an action to cast the sending spell from it. The target is any other speaking stone whose location or unique sequence of symbols you know. A creature within 5 feet of the stone hears the message as if they were the target.
|
||||
In a Sivis message station, a gnome is always on duty by the speaking stone, listening for messages that might come in and transcribing them for delivery to their intended recipients.
|
||||
Source: Eberron: Rising from the Last War p. 279</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Spellshard</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>This polished Eberron dragonshard fits in the hand and stores information similar to a book. The shard can hold the equivalent of one book that's no more than 320 pages long. A shard can be created blank or already filled with information. When the shard is created, the creator can set a passphrase that must be spoken to access the information stored within.
|
||||
While holding the shard, you can use an action to open your mind to the shard, seeing its content in your mind. On subsequent rounds, reading the text or scribing new text on blank "pages" in the shard requires concentration (as if concentrating on a spell) and takes the same amount of time it takes you to read and write normally. Thinking of a particular phrase or topic draws you to the first section in the shard that addresses it.
|
||||
A wizard can use a spellshard as a spellbook, with the usual cost in gold and time to "scribe" a spell into the shard.
|
||||
Source: Eberron: Rising from the Last War p. 279, Wayfinder's Guide to Eberron p. 115</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Uncommon Glamerweave</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>Glamerweave is clothing imbued with harmless illusory magic. While wearing these clothes, you can use a bonus action to create a moving illusory pattern within the cloth. Alternatively, you can have the pattern rise from the cloth. For example, a glamerweave gown might be wreathed in harmless, illusory flames, while a glamerweave hat might have illusory butterflies fluttering around it.
|
||||
When you make a Charisma (Performance) or Charisma (Persuasion) check while wearing the glamerweave, you can roll a d4 and add the number rolled to the check. Once you use this property, it can't be used again until the next dawn.
|
||||
Source: Eberron: Rising from the Last War p. 277</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Ventilating Lungs</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>These metallic nodules were created in response to the poisonous gases used on the battlefields of the Last War. When you attune to these lungs, they replace the lungs in your chest, which disappear. The lungs allow you to breathe normally, even in an antimagic field, and their breathing function can't be suppressed by magic.
|
||||
Outside an antimagic field or any other effect that suppresses magic, these lungs allow you to breathe normally in any environment (including a vacuum), and you have advantage on saving throws against harmful gases such as those created by a cloudkill spell, a stinking cloud spell, inhaled poisons, and gaseous breath weapons.
|
||||
As an action, you can use these lungs to exhale a gust of wind, as if you had cast the gust of wind spell (spell save DC 15) with no components. This property of the lungs can't be used again until the next dawn.
|
||||
If your attunement to the lungs ends, your original lungs reappear.
|
||||
Source: Eberron: Rising from the Last War p. 279</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Wand Sheath</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>A wand sheath clamps onto your arm and imparts the following benefits:
|
||||
• The wand sheath can't be removed from you while you're attuned to it.
|
||||
• You can insert a wand into the sheath as an action. The sheath can hold only one wand at a time.
|
||||
• You can retract or extend a wand from the sheath as a bonus action. While the wand is extended, you can use it as if you were holding it, but your hand remains free.
|
||||
If a sheathed wand requires attunement, you must attune to the wand before you can use it. However, the wand sheath and the attached wand count as a single magic item with regard to the number of magic items you can attune to. If you remove the wand from the sheath, your attunement to the wand ends.
|
||||
Source: Eberron: Rising from the Last War p. 279, Wayfinder's Guide to Eberron p. 115</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Wheel of Wind and Water</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>When mounted at the helm of an elemental galleon or airship, this wheel allows a creature that possesses the Mark of Storm to telepathically control the elemental bound inside the vessel.
|
||||
If a wheel of wind and water is mounted on a mundane sailing ship, a creature with the Mark of Storm who is using the wheel can create an area of ideal conditions around the vessel, increasing its speed by 5 miles per hour.
|
||||
Source: Eberron: Rising from the Last War p. 280, Wayfinder's Guide to Eberron p. 115</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Glamerweave</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>Common Glamerweave
|
||||
Uncommon Glamerweave
|
||||
Source: Eberron: Rising from the Last War p. 277</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Imbued Wood Focus</name>
|
||||
<detail>Wondrous item, Spellcasting Focus</detail>
|
||||
<type>G</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>An arcane focus is a special item–an orb, a crystal, a rod, a specially constructed staff, a wand-like length of wood, or some similar item–designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
|
||||
Imbued Wood (Fernian Ash)
|
||||
Imbued Wood (Irian Rosewood)
|
||||
Imbued Wood (Kythrian Manchineel)
|
||||
Imbued Wood (Lamannian Oak)
|
||||
Imbued Wood (Mabaran Ebony)
|
||||
Imbued Wood (Risian Pine)
|
||||
Imbued Wood (Shavarran Birch)
|
||||
Imbued Wood (Xorian Wenge)
|
||||
Source: Eberron: Rising from the Last War p. 277</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Orb of Shielding</name>
|
||||
<detail>Wondrous item, Spellcasting Focus</detail>
|
||||
<type>G</type>
|
||||
<magic>1</magic>
|
||||
<weight>3</weight>
|
||||
<property></property>
|
||||
<text>An arcane focus is a special item–an orb, a crystal, a rod, a specially constructed staff, a wand-like length of wood, or some similar item–designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
|
||||
Orb of Shielding (Fernian Basalt)
|
||||
Orb of Shielding (Irian Quartz)
|
||||
Orb of Shielding (Kythrian Skarn)
|
||||
Orb of Shielding (Lamannian Flint)
|
||||
Orb of Shielding (Mabaran Obsidian)
|
||||
Orb of Shielding (Risian Shale)
|
||||
Orb of Shielding (Shavarran Chert)
|
||||
Orb of Shielding (Xorian Marble)
|
||||
Source: Eberron: Rising from the Last War p. 278</text>
|
||||
</item>
|
||||
</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 +1,411 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<spell>
|
||||
<name>Acid Splash</name>
|
||||
<classes>Artificer</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Aid</name>
|
||||
<classes>Artificer</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Alarm</name>
|
||||
<classes>Artificer</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Alter Self</name>
|
||||
<classes>Artificer, Artificer (Alchemist)</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Animate Objects</name>
|
||||
<classes>Artificer</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Arcane Eye</name>
|
||||
<classes>Artificer</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Arcane Lock</name>
|
||||
<classes>Artificer</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Aura of Purity</name>
|
||||
<classes>Artificer (Battle Smith)</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Aura of Vitality</name>
|
||||
<classes>Artificer (Battle Smith)</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Banishing Smite</name>
|
||||
<classes>Artificer (Battle Smith)</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Bigby's Hand</name>
|
||||
<classes>Artificer</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Blight</name>
|
||||
<classes>Artificer (Alchemist)</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Blink</name>
|
||||
<classes>Artificer</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Blur</name>
|
||||
<classes>Artificer</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Branding Smite</name>
|
||||
<classes>Artificer (Battle Smith)</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Cloudkill</name>
|
||||
<classes>Artificer (Alchemist)</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Cone of Cold</name>
|
||||
<classes>Artificer (Artillerist)</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Conjure Barrage</name>
|
||||
<classes>Artificer (Battle Smith)</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Continual Flame</name>
|
||||
<classes>Artificer</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Create Food and Water</name>
|
||||
<classes>Artificer</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Creation</name>
|
||||
<classes>Artificer</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Cure Wounds</name>
|
||||
<classes>Artificer</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Dancing Lights</name>
|
||||
<classes>Artificer</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Darkvision</name>
|
||||
<classes>Artificer</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Death Ward</name>
|
||||
<classes>Artificer (Alchemist)</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Detect Magic</name>
|
||||
<classes>Artificer</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Disguise Self</name>
|
||||
<classes>Artificer</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Dispel Magic</name>
|
||||
<classes>Artificer</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Elemental Weapon</name>
|
||||
<classes>Artificer</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Enhance Ability</name>
|
||||
<classes>Artificer</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Enlarge/Reduce</name>
|
||||
<classes>Artificer</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Expeditious Retreat</name>
|
||||
<classes>Artificer</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Fabricate</name>
|
||||
<classes>Artificer</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Faerie Fire</name>
|
||||
<classes>Artificer</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>False Life</name>
|
||||
<classes>Artificer</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Feather Fall</name>
|
||||
<classes>Artificer</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Fire Bolt</name>
|
||||
<classes>Artificer</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Fire Shield</name>
|
||||
<classes>Artificer (Battle Smith)</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Fireball</name>
|
||||
<classes>Artificer (Artillerist)</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Flaming Sphere</name>
|
||||
<classes>Artificer (Alchemist)</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Fly</name>
|
||||
<classes>Artificer</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Freedom of Movement</name>
|
||||
<classes>Artificer</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Gaseous Form</name>
|
||||
<classes>Artificer (Alchemist)</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Glyph of Warding</name>
|
||||
<classes>Artificer</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Grease</name>
|
||||
<classes>Artificer</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Greater Restoration</name>
|
||||
<classes>Artificer</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Guidance</name>
|
||||
<classes>Artificer</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Haste</name>
|
||||
<classes>Artificer</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Healing Word</name>
|
||||
<classes>Artificer (Alchemist)</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Heat Metal</name>
|
||||
<classes>Artificer</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Heroism</name>
|
||||
<classes>Artificer (Battle Smith)</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Ice Storm</name>
|
||||
<classes>Artificer (Artillerist)</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Identify</name>
|
||||
<classes>Artificer</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Invisibility</name>
|
||||
<classes>Artificer</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Jump</name>
|
||||
<classes>Artificer</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Leomund's Secret Chest</name>
|
||||
<classes>Artificer</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Lesser Restoration</name>
|
||||
<classes>Artificer</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Levitate</name>
|
||||
<classes>Artificer</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Light</name>
|
||||
<classes>Artificer</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Longstrider</name>
|
||||
<classes>Artificer</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Mage Hand</name>
|
||||
<classes>Artificer</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Magic Mouth</name>
|
||||
<classes>Artificer</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Magic Weapon</name>
|
||||
<classes>Artificer</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Mass Cure Wounds</name>
|
||||
<classes>Artificer (Battle Smith)</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Mass Healing Word</name>
|
||||
<classes>Artificer (Alchemist)</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Melf's Acid Arrow</name>
|
||||
<classes>Artificer (Alchemist)</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Mending</name>
|
||||
<classes>Artificer, Artificer (Artillerist), Artificer (Battle Smith)</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Message</name>
|
||||
<classes>Artificer</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Mordenkainen's Faithful Hound</name>
|
||||
<classes>Artificer</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Mordenkainen's Private Sanctum</name>
|
||||
<classes>Artificer</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Otiluke's Resilient Sphere</name>
|
||||
<classes>Artificer</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Poison Spray</name>
|
||||
<classes>Artificer</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Prestidigitation</name>
|
||||
<classes>Artificer</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Protection from Energy</name>
|
||||
<classes>Artificer</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Protection from Poison</name>
|
||||
<classes>Artificer</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Purify Food and Drink</name>
|
||||
<classes>Artificer</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Raise Dead</name>
|
||||
<classes>Artificer (Alchemist)</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Ray of Frost</name>
|
||||
<classes>Artificer</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Ray of Sickness</name>
|
||||
<classes>Artificer (Alchemist)</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Resistance</name>
|
||||
<classes>Artificer</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Revivify</name>
|
||||
<classes>Artificer</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Rope Trick</name>
|
||||
<classes>Artificer</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Sanctuary</name>
|
||||
<classes>Artificer</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Scorching Ray</name>
|
||||
<classes>Artificer (Artillerist)</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>See Invisibility</name>
|
||||
<classes>Artificer</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Shatter</name>
|
||||
<classes>Artificer (Artillerist)</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Shield</name>
|
||||
<classes>Artificer (Artillerist), Artificer (Battle Smith)</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Shocking Grasp</name>
|
||||
<classes>Artificer</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Spare the Dying</name>
|
||||
<classes>Artificer</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Spider Climb</name>
|
||||
<classes>Artificer</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Stone Shape</name>
|
||||
<classes>Artificer</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Stoneskin</name>
|
||||
<classes>Artificer</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Thorn Whip</name>
|
||||
<classes>Artificer</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Thunderwave</name>
|
||||
<classes>Artificer (Artillerist)</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Wall of Fire</name>
|
||||
<classes>Artificer (Artillerist)</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Wall of Force</name>
|
||||
<classes>Artificer (Artillerist)</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Wall of Stone</name>
|
||||
<classes>Artificer</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Warding Bond</name>
|
||||
<classes>Artificer (Battle Smith)</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Water Breathing</name>
|
||||
<classes>Artificer</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Water Walk</name>
|
||||
<classes>Artificer</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Web</name>
|
||||
<classes>Artificer</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Wind Wall</name>
|
||||
<classes>Artificer (Artillerist)</classes>
|
||||
</spell>
|
||||
</compendium>
|
||||
@@ -0,0 +1,63 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<spell>
|
||||
<name>Absorb Elements</name>
|
||||
<classes>Artificer</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Catapult</name>
|
||||
<classes>Artificer</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Catnap</name>
|
||||
<classes>Artificer</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Create Bonfire</name>
|
||||
<classes>Artificer</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Elemental Bane</name>
|
||||
<classes>Artificer</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Flame Arrows</name>
|
||||
<classes>Artificer</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Frostbite</name>
|
||||
<classes>Artificer</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Magic Stone</name>
|
||||
<classes>Artificer</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Pyrotechnics</name>
|
||||
<classes>Artificer</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Skill Empowerment</name>
|
||||
<classes>Artificer</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Skywrite</name>
|
||||
<classes>Artificer</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Snare</name>
|
||||
<classes>Artificer</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Thunderclap</name>
|
||||
<classes>Artificer</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Tiny Servant</name>
|
||||
<classes>Artificer</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Transmute Rock</name>
|
||||
<classes>Artificer</classes>
|
||||
</spell>
|
||||
</compendium>
|
||||
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,399 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<background>
|
||||
<name>Augen Trust (Spy)</name>
|
||||
<proficiency></proficiency>
|
||||
<trait>
|
||||
<name>Description</name>
|
||||
<text>Source: Explorer's Guide to Wildemount p. 203</text>
|
||||
</trait>
|
||||
</background>
|
||||
<background>
|
||||
<name>Cobalt Scholar (Sage)</name>
|
||||
<proficiency>Arcana, History</proficiency>
|
||||
<trait>
|
||||
<name>Description</name>
|
||||
<text>• Skill Proficiencies: Arcana, History
|
||||
• Languages: Two of your choice
|
||||
• Equipment: A Ink (1-ounce bottle), a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes, and a belt pouch containing 10 gp
|
||||
Source: Explorer's Guide to Wildemount p. 203</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Feature: Researcher</name>
|
||||
<text>When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature, Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Specialty</name>
|
||||
<text>To determine the nature of your scholarly training, roll a d8 or choose from the options in the table below.
|
||||
d8 | Field of Study
|
||||
1 | Alchemist
|
||||
2 | Astronomer
|
||||
3 | Discredited academic
|
||||
4 | Librarian
|
||||
5 | Professor
|
||||
6 | Researcher
|
||||
7 | Wizard's apprentice
|
||||
8 | Scribe
|
||||
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Suggested Characteristics</name>
|
||||
<text>Sages are defined by their extensive studies, and their characteristics reflect this life of study. Devoted to scholarly pursuits, a sage values knowledge highly—sometimes in its own right, sometimes as a means toward other ideals.
|
||||
d8 | Personality Trait
|
||||
1 | I use polysyllabic words that convey the impression of great erudition.
|
||||
2 | I've read every book in the world's greatest libraries—or I like to boast that I have.
|
||||
3 | I'm used to helping out those who aren't as smart as I am, and I patiently explain anything and everything to others.
|
||||
4 | There's nothing I like more than a good mystery.
|
||||
5 | I'm willing to listen to every side of an argument before I make my own judgment.
|
||||
6 | I... speak... slowly... when talking... to idiots,... which... almost... everyone... is... compared... to me.
|
||||
7 | I am horribly, horribly awkward in social situations.
|
||||
8 | I'm convinced that people are always trying to steal my secrets.
|
||||
|
||||
d6 | Ideal
|
||||
1 | Knowledge. The path to power and self-improvement is through knowledge. (Neutral)
|
||||
2 | Beauty. What is beautiful points us beyond itself toward what is true. (Good)
|
||||
3 | Logic. Emotions must not cloud our logical thinking. (Lawful)
|
||||
4 | No Limits. Nothing should fetter the infinite possibility inherent in all existence. (Chaotic)
|
||||
5 | Power. Knowledge is the path to power and domination. (Evil)
|
||||
6 | Self-Improvement. The goal of a life of study is the betterment of oneself. (Any)
|
||||
|
||||
d6 | Bond
|
||||
1 | It is my duty to protect my students.
|
||||
2 | I have an ancient text that holds terrible secrets that must not fall into the wrong hands.
|
||||
3 | I work to preserve a library, university, scriptorium, or monastery.
|
||||
4 | My life's work is a series of tomes related to a specific field of lore.
|
||||
5 | I've been searching my whole life for the answer to a certain question.
|
||||
6 | I sold my soul for knowledge. I hope to do great deeds and win it back.
|
||||
|
||||
d6 | Flaw
|
||||
1 | I am easily distracted by the promise of information.
|
||||
2 | Most people scream and run when they see a demon. I stop and take notes on its anatomy.
|
||||
3 | Unlocking an ancient mystery is worth the price of a civilization.
|
||||
4 | I overlook obvious solutions in favor of complicated ones.
|
||||
5 | I speak without really thinking through my words, invariably insulting others.
|
||||
6 | I can't keep a secret to save my life, or anyone else's.
|
||||
|
||||
</text>
|
||||
</trait>
|
||||
</background>
|
||||
<background>
|
||||
<name>Grinner</name>
|
||||
<proficiency>Deception, Performance</proficiency>
|
||||
<trait>
|
||||
<name>Description</name>
|
||||
<text>The Golden Grin began in the far-off land of Tal'Dorei, trading secret messages through a network of bards and minstrels to undermine an iron-fisted king's authoritarian rule. Today, Tal'Dorei is a relatively peaceful republic, and some Grinners have grown restless while waiting for tyranny to raise its ugly head again. A contingent of such Grinners traveled to the Menagerie Coast and set up a network of secret bases in the cities of the Clovis Concord, from which they are presently working their way into the highest echelons of the Dwendalian Empire.
|
||||
You are a Grinner. Your goals are to spread freedom and inspire hope—or, in time, revolution—in the hearts of the oppressed.
|
||||
• Skill Proficiencies: Deception, Performance
|
||||
• Tool Proficiencies: One type of musical instrument, thieves' tools
|
||||
• Equipment: A set of fine clothes, a disguise kit, a musical instrument of your choice, a gold-plated ring depicting a smiling face, and a pouch containing 15 gp
|
||||
Source: Explorer's Guide to Wildemount p. 200</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Favorite Code-Song</name>
|
||||
<text>All members of the Golden Grin have learned a handful of folk songs in their travels, and use those songs to send secret codes and alert fellow Grinners to danger. Choose a favorite song or roll on the Favorite Code-Songs table.
|
||||
d6 | Favorite Code-Song
|
||||
1 | Zan's Comin' Back. This hopeful Tal'Dorei folk song declares the inevitable return of a just ruler. Use it to seek out potential allies.
|
||||
2 | Blow Fire Down the Coast. A rowdy fighting song from the Clovis Concord, this ditty talks of blasting up pirate ships. Use it to encourage battle.
|
||||
3 | Hush! Onward Come the Dragons. This Tal'Dorei folk song recounts the terror in the days after the invasion of the red dragon called the Cinder King. Use it to encourage caution in speech and deed.
|
||||
4 | Let the Sword Grow Rust. An antiwar anthem from Marquet, this song has uncertain origins. Use it to help quell violent encounters.
|
||||
5 | Drink Deep, Li'l Hummingbird. A drinking rondo from the Menagerie Coast, this song tells the tale of a young person who drinks so heavily that they awaken to find they've stowed away on a ship. Use it to encourage alertness in social situations.
|
||||
6 | Dirge for the Emerald Fire. This elven song supposedly has thousands of obscure verses. Use the first two verses to spread news of death or defeat.
|
||||
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Feature: Ballad of the Grinning Fool</name>
|
||||
<text>Like every Grinner, you know how to find a hideout. In any city of 10,000 people or more on the Menagerie Coast or in the lands of the Dwendalian Empire, you can play the "Ballad of the Grinning Fool" in a major tavern or inn. A member of the Golden Grin will find you and give shelter to you and any companions you vouch for. This shelter might be discontinued if it becomes too dangerous to hide you, at the DM's discretion.
|
||||
This feature must be used with caution, for not all who know the ballad are your friends. Some are traitors, counterspies, or agents of tyranny.
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Suggested Characteristics</name>
|
||||
<text>Grinners are trained in the art of secrecy and innuendo, and are skilled at hiding in plain sight by being the loudest and brightest person in the room. Their skills in subterfuge and combat lend themselves well to an adventuring lifestyle, and traveling with mercenaries and treasure hunters creates a convenient excuse to journey through lands bent under tyranny.
|
||||
d8 | Personality Trait
|
||||
1 | I love the spotlight. Everyone, look at me!
|
||||
2 | Give me a drink and I'm your friend.
|
||||
3 | Talk to me about yourself. I'm a hell of a listener.
|
||||
4 | I hate to start fights, but I love to finish them.
|
||||
5 | I can't sit still.
|
||||
6 | I'm always humming an old tune from my past.
|
||||
7 | When I don't have a reason to smile, I'm miserable.
|
||||
8 | I'm lucky like you wouldn't believe.
|
||||
|
||||
d6 | Ideal
|
||||
1 | Revolution. Tyrants must fall, no matter the cost. (Chaotic)
|
||||
2 | Compassion. The only way to make a better world is to perform small kindnesses. (Good)
|
||||
3 | Justice. A nation built upon just foundations will uphold freedom for all. (Law)
|
||||
4 | Expression. Music, joy, and laughter are the keys to freedom. (Good)
|
||||
5 | Self-Determination. People should be free to do as they please. (Chaotic)
|
||||
6 | Vigilance. A free people must be carefully taught, lest they be misled. (Neutral)
|
||||
|
||||
d6 | Bond
|
||||
1 | I lost someone important to an agent of the Dwendalian Empire. That regime will fall.
|
||||
2 | The first people to be hurt by this war will be the common folk. I need to protect them.
|
||||
3 | Music helped me through a dark time in my life. Now, I'll use music to change the world.
|
||||
4 | I will be known as the greatest spy who ever lived.
|
||||
5 | All life is precious to me. I know I can change the world without taking a humanoid life.
|
||||
6 | The elite in their ivory towers don't understand how we suffer. I intend to show them.
|
||||
|
||||
d6 | Flaw
|
||||
1 | I've never lied once in my life. What? No, I'm not crossing my fingers!
|
||||
2 | I do everything big! Subtlety? I don't know the meaning of subtlety! Oh, that's a problem?
|
||||
3 | Being a spy in wartime is painful. I've seen so much suffering, I think I'm losing my mind.
|
||||
4 | I can't focus on my mission. I just want to carouse and sing and play!
|
||||
5 | Yeah, that's my name. Yeah, I'm a Grinner spy. Who cares about staying undercover?
|
||||
6 | I can't afford to trust anyone. Not. Anyone.
|
||||
|
||||
</text>
|
||||
</trait>
|
||||
</background>
|
||||
<background>
|
||||
<name>Luxonborn (Acolyte)</name>
|
||||
<proficiency>Insight, Religion</proficiency>
|
||||
<trait>
|
||||
<name>Description</name>
|
||||
<text>• Skill Proficiencies: Insight, Religion
|
||||
• Languages: Two of your choice
|
||||
• Equipment: A holy symbol (a gift to you when you entered the priesthood), a prayer book or prayer wheel, 5 sticks of incense, vestments, a set of common clothes, and a belt pouch containing 15 gp
|
||||
Source: Explorer's Guide to Wildemount p. 203</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Feature: Shelter of the Faithful</name>
|
||||
<text>As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.
|
||||
You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Suggested Characteristics</name>
|
||||
<text>Acolytes are shaped by their experience in temples or other religious communities. Their study of the history and tenets of their faith and their relationships to temples, shrines, or hierarchies affect their mannerisms and ideals. Their flaws might be some hidden hypocrisy or heretical idea, or an ideal or bond taken to an extreme.
|
||||
d8 | Personality Trait
|
||||
1 | I idolize a particular hero of my faith, and constantly refer to that person's deeds and example.
|
||||
2 | I can find common ground between the fiercest enemies, empathizing with them and always working toward peace.
|
||||
3 | I see omens in every event and action. The gods try to speak to us, we just need to listen.
|
||||
4 | Nothing can shake my optimistic attitude.
|
||||
5 | I quote (or misquote) sacred texts and proverbs in almost every situation.
|
||||
6 | I am tolerant (or intolerant) of other faiths and respect (or condemn) the worship of other gods.
|
||||
7 | I've enjoyed fine food, drink, and high society among my temple's elite. Rough living grates on me.
|
||||
8 | I've spent so long in the temple that I have little practical experience dealing with people in the outside world.
|
||||
|
||||
d6 | Ideal
|
||||
1 | Tradition. The ancient traditions of worship and sacrifice must be preserved and upheld. (Lawful)
|
||||
2 | Charity. I always try to help those in need, no matter what the personal cost. (Good)
|
||||
3 | Change. We must help bring about the changes the gods are constantly working in the world. (Chaotic)
|
||||
4 | Power. I hope to one day rise to the top of my faith's religious hierarchy. (Lawful)
|
||||
5 | Faith. I trust that my deity will guide my actions. I have faith that if I work hard, things will go well. (Lawful)
|
||||
6 | Aspiration. I seek to prove myself worthy of my god's favor by matching my actions against his or her teachings. (Any)
|
||||
|
||||
d6 | Bond
|
||||
1 | I would die to recover an ancient relic of my faith that was lost long ago.
|
||||
2 | I will someday get revenge on the corrupt temple hierarchy who branded me a heretic.
|
||||
3 | I owe my life to the priest who took me in when my parents died.
|
||||
4 | Everything I do is for the common people.
|
||||
5 | I will do anything to protect the temple where I served.
|
||||
6 | I seek to preserve a sacred text that my enemies consider heretical and seek to destroy.
|
||||
|
||||
d6 | Flaw
|
||||
1 | I judge others harshly, and myself even more severely.
|
||||
2 | I put too much trust in those who wield power within my temple's hierarchy.
|
||||
3 | My piety sometimes leads me to blindly trust those that profess faith in my god.
|
||||
4 | I am inflexible in my thinking.
|
||||
5 | I am suspicious of strangers and expect the worst of them.
|
||||
6 | Once I pick a goal, I become obsessed with it to the detriment of everything else in my life.
|
||||
|
||||
</text>
|
||||
</trait>
|
||||
</background>
|
||||
<background>
|
||||
<name>Myriad Operative (Criminal)</name>
|
||||
<proficiency>Deception, Stealth</proficiency>
|
||||
<trait>
|
||||
<name>Description</name>
|
||||
<text>• Skill Proficiencies: Deception, Stealth
|
||||
• Tool Proficiencies: One type of gaming set, thieves' tools
|
||||
• Equipment: A crowbar, a set of dark common clothes including a hood, and a belt pouch containing 15 gp
|
||||
Source: Explorer's Guide to Wildemount p. 203</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Feature: Criminal Contact</name>
|
||||
<text>You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Specialty</name>
|
||||
<text>There are many kinds of criminals, and within a thieves' guild or similar criminal organization, individual members have particular specialties. Even criminals who operate outside of such organizations have strong preferences for certain kinds of crimes over others. Choose the role you played in your criminal life, or roll on the table below.
|
||||
d8 | Specialty
|
||||
1 | Blackmailer
|
||||
2 | Burglar
|
||||
3 | Enforcer
|
||||
4 | Fence
|
||||
5 | Highway robber
|
||||
6 | Hired killer
|
||||
7 | Pickpocket
|
||||
8 | Smuggler
|
||||
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Suggested Characteristics</name>
|
||||
<text>Criminals might seem like villains on the surface, and many of them are villainous to the core. But some have an abundance of endearing, if not redeeming, characteristics. There might be honor among thieves, but criminals rarely show any respect for law or authority.
|
||||
d8 | Personality Trait
|
||||
1 | I always have a plan for when things go wrong.
|
||||
2 | I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.
|
||||
3 | The first thing I do in a new place is note the locations of everything valuable—or where such things could be hidden.
|
||||
4 | I would rather make a new friend than a new enemy.
|
||||
5 | I am incredibly slow to trust. Those who seem the fairest often have the most to hide.
|
||||
6 | I don't pay attention to the risks in a situation. Never tell me the odds.
|
||||
7 | The best way to get me to do something is to tell me I can't do it.
|
||||
8 | I blow up at the slightest insult.
|
||||
|
||||
d6 | Ideal
|
||||
1 | Honor. I don't steal from others in the trade. (Lawful)
|
||||
2 | Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic)
|
||||
3 | Charity. I steal from the wealthy so that I can help people in need. (Good)
|
||||
4 | Greed. I will do whatever it takes to become wealthy. (Evil)
|
||||
5 | People. I'm loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. (Neutral)
|
||||
6 | Redemption. There's a spark of good in everyone. (Good)
|
||||
|
||||
d6 | Bond
|
||||
1 | I'm trying to pay off an old debt I owe to a generous benefactor.
|
||||
2 | My ill-gotten gains go to support my family.
|
||||
3 | Something important was taken from me, and I aim to steal it back.
|
||||
4 | I will become the greatest thief that ever lived.
|
||||
5 | I'm guilty of a terrible crime. I hope I can redeem myself for it.
|
||||
6 | Someone I loved died because of a mistake I made. That will never happen again.
|
||||
|
||||
d6 | Flaw
|
||||
1 | When I see something valuable, I can't think about anything but how to steal it.
|
||||
2 | When faced with a choice between money and my friends, I usually choose the money.
|
||||
3 | If there's a plan, I'll forget it. If I don't forget it, I'll ignore it.
|
||||
4 | I have a 'tell' that reveals when I'm lying.
|
||||
5 | I turn tail and run when things look bad.
|
||||
6 | An innocent person is in prison for a crime that I committed. I'm okay with that.
|
||||
|
||||
</text>
|
||||
</trait>
|
||||
</background>
|
||||
<background>
|
||||
<name>Revelry Pirate (Sailor)</name>
|
||||
<proficiency>Athletics, Perception</proficiency>
|
||||
<trait>
|
||||
<name>Description</name>
|
||||
<text>• Skill Proficiencies: Athletics, Perception
|
||||
• Tool Proficiencies: Navigator's tools, vehicles (water)
|
||||
• Equipment: A belaying pin (club), silk rope (50 feet), a lucky charm such as a rabbit foot or a small stone with a hole in the center (or you may roll for a random trinket on the Trinkets table in chapter 5), a set of common clothes, and a belt pouch containing 10 gp
|
||||
Source: Explorer's Guide to Wildemount p. 203</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Feature: Ship's Passage</name>
|
||||
<text>When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you're calling in a favor, you can't be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Suggested Characteristics</name>
|
||||
<text>Sailors can be a rough lot, but the responsibilities of life on a ship make them generally reliable as well. Life aboard a ship shapes their outlook and forms their most important attachments.
|
||||
d8 | Personality Trait
|
||||
1 | My friends know they can rely on me, no matter what.
|
||||
2 | I work hard so that I can play hard when the work is done.
|
||||
3 | I enjoy sailing into new ports and making new friends over a flagon of ale.
|
||||
4 | I stretch the truth for the sake of a good story.
|
||||
5 | To me, a tavern brawl is a nice way to get to know a new city.
|
||||
6 | I never pass up a friendly wager.
|
||||
7 | My language is as foul as an otyugh nest.
|
||||
8 | I like a job well done, especially if I can convince someone else to do it.
|
||||
|
||||
d6 | Ideal
|
||||
1 | Respect. The thing that keeps a ship together is mutual respect between captain and crew. (Good)
|
||||
2 | Fairness. We all do the work, so we all share in the rewards. (Lawful)
|
||||
3 | Freedom. The sea is freedom—the freedom to go anywhere and do anything. (Chaotic)
|
||||
4 | Mastery. I'm a predator, and the other ships on the sea are my prey. (Evil)
|
||||
5 | People. I'm committed to my crewmates, not to ideals. (Neutral)
|
||||
6 | Aspiration. Someday, I'll own my own ship and chart my own destiny. (Any)
|
||||
|
||||
d6 | Bond
|
||||
1 | I'm loyal to my captain first, everything else second.
|
||||
2 | The ship is most important—crewmates and captains come and go.
|
||||
3 | I'll always remember my first ship.
|
||||
4 | In a harbor town, I have a paramour whose eyes nearly stole me from the sea.
|
||||
5 | I was cheated out of my fair share of the profits, and I want to get my due.
|
||||
6 | Ruthless pirates murdered my captain and crewmates, plundered our ship, and left me to die. Vengeance will be mine.
|
||||
|
||||
d6 | Flaw
|
||||
1 | I follow orders, even if I think they're wrong.
|
||||
2 | I'll say anything to avoid having to do extra work.
|
||||
3 | Once someone questions my courage, I never back down no matter how dangerous the situation.
|
||||
4 | Once I start drinking, it's hard for me to stop.
|
||||
5 | I can't help but pocket loose coins and other trinkets I come across.
|
||||
6 | My pride will probably lead to my destruction.
|
||||
|
||||
</text>
|
||||
</trait>
|
||||
</background>
|
||||
<background>
|
||||
<name>Volstrucker Agent</name>
|
||||
<proficiency>Deception, Stealth</proficiency>
|
||||
<trait>
|
||||
<name>Description</name>
|
||||
<text>The Volstrucker are a clandestine organization of arcane assassins and enforcers in the service of the Cerberus Assembly. Their operatives bear no official title, but are referred to in hushed tones as "scourgers" by residents of large Dwendalian cities such as Zadash and Rexxentrum.
|
||||
You are a Volstrucker agent. Your duty is to silence dissidents who would undermine the will of King Dwendal—and more importantly, the will of the Assembly.
|
||||
• Skill Proficiencies: Deception, Stealth
|
||||
• Tool Proficiencies: Poisoner's kit
|
||||
• Languages: One of your choice
|
||||
• Equipment: A set of common clothes, a black cloak with a hood, a poisoner's kit, and a pouch containing 10 gp
|
||||
Source: Explorer's Guide to Wildemount p. 202</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Tragedy</name>
|
||||
<text>Happy people aren't selected to join the Volstrucker. The Cerberus Assembly preys upon talented individuals who have been broken by tragedy—in some cases, tragedy that the Volstrucker has arranged for. A slightly broken mind is more easily reshaped and reeducated. Choose the tragedy that set you on this path, or roll on the Tragedies table.
|
||||
d6 | Tragedy
|
||||
1 | Familicide. Through deceit or manipulation, the Volstrucker convinced you to slaughter your own family.
|
||||
2 | Amnesia. You were forced to study magic so potent that it strained your mind beyond mortal limits, stealing away the memories of your past.
|
||||
3 | Capture. You were captured and tortured by agents of the Kryn Dynasty, and barely escaped.
|
||||
4 | Starvation. A terrible blight afflicted your rural village, and many of your friends and family members starved to death. You survived, but only barely.
|
||||
5 | Disfigurement. One of your arcane experiments went wrong and scarred or dismembered you so gravely that others now shun you. Only the Volstrucker showed you kindness after that day.
|
||||
6 | Vicissitude. You were once the scion of a wealthy family who lost their entire fortune in the blink of an eye.
|
||||
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Feature: Shadow Network</name>
|
||||
<text>You have access to the Volstrucker shadow network, which allows you to communicate with other members of the order over long distances. If you write a letter in a special arcane ink, address it to a member of the Volstrucker, and cast it into a fire, the letter will burn to cinders and materialize whole again on the person of the agent you addressed it to.
|
||||
The ink used to send a letter across the shadow network is the same as that used by a wizard to scribe spells in a spellbook. Writing a letter in this ink costs 10 gp per page.
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Suggested Characteristics</name>
|
||||
<text>Agents of the Volstrucker are groomed to follow orders without question and to kill without mercy. The trauma that brings one into the order can fester even more strongly against the darkness of a Volstrucker agent's assignments. Officially, no one ever leaves the order—but those desperate enough do whatever it takes to gain some measure of freedom.
|
||||
d6 | Personality Trait
|
||||
1 | I prefer to keep my thoughts to myself.
|
||||
2 | I indulge vice in excess to quiet my conscience.
|
||||
3 | I've left emotion behind me. I'm now perfectly placid.
|
||||
4 | Some event from the past keeps worming its way into my mind, making me restless.
|
||||
5 | I always keep my word—except when I'm commanded to break it.
|
||||
6 | I laugh off insults and never take them personally.
|
||||
|
||||
d6 | Ideal
|
||||
1 | Order. The will of the crown is absolute. (Law)
|
||||
2 | True Loyalty. The Cerberus Assembly is greater than any power, even the crown. (Law)
|
||||
3 | Death. The penalty for disloyalty is death. (Evil)
|
||||
4 | Determination. I cannot fail. Not ever. (Neutral)
|
||||
5 | Fear. People should not respect power. They should fear it. (Evil)
|
||||
6 | Escape. The Volstrucker are pure evil! I can't atone for what I've done for them, but I can escape with my life. (Any)
|
||||
|
||||
d4 | Bond
|
||||
1 | The job is all that matters. I will see it through.
|
||||
2 | My orders are important, but my comrades are worth more than anything. I would die for them.
|
||||
3 | Everything I've done, I've done to protect someone close to me.
|
||||
4 | If the empire falls, all of civilization falls with it. I will hold back chaos and barbarism at any cost.
|
||||
|
||||
d4 | Flaw
|
||||
1 | I drink to dull the pain in the back of my head.
|
||||
2 | I go a bit mad when I see blood.
|
||||
3 | I can hear the voices of everyone I've killed. I see their faces. I can't be free of these ghosts.
|
||||
4 | Fear is a powerful motivator. I will do whatever it takes to prevent those who know what I am from seeing me fail, and from those I care about from knowing what I am.
|
||||
|
||||
</text>
|
||||
</trait>
|
||||
</background>
|
||||
</compendium>
|
||||
@@ -0,0 +1,77 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<class>
|
||||
<name>Fighter</name>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Martial Archetype: Echo Knight</name>
|
||||
<text>A mysterious and feared frontline warrior of the Kryn Dynasty, the Echo Knight has mastered the art of using dunamis to summon the fading shades of unrealized timelines to aid them in battle. Surrounded by echoes of their own might, they charge into the fray as a cycling swarm of shadows and strikes.</text>
|
||||
<text></text>
|
||||
<text>Source: Explorer's Guide to Wildemount p. 183</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Echo Knight: Manifest Echo</name>
|
||||
<text>3rd-level Echo Knight feature</text>
|
||||
<text>You can use a bonus action to magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you. This echo is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another echo, or until you're incapacitated.</text>
|
||||
<text>Your echo has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed.</text>
|
||||
<text>You can use the echo in the following ways:</text>
|
||||
<text>• As a bonus action, you can teleport, magically swapping places with your echo at a cost of 15 feet of your movement, regardless of the distance between the two of you.</text>
|
||||
<text>• When you take the Attack action on your turn, any attack you make with that action can originate from your space or the echo's space. You make this choice for each attack.</text>
|
||||
<text>• When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the echo's space.</text>
|
||||
<text></text>
|
||||
<text>Source: Explorer's Guide to Wildemount p. 183</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Echo Knight: Unleash Incarnation</name>
|
||||
<text>3rd-level Echo Knight feature</text>
|
||||
<text>You can heighten your echo's fury. Whenever you take the Attack action, you can make one additional melee attack from the echo's position.</text>
|
||||
<text>You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Explorer's Guide to Wildemount p. 183</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<feature optional="YES">
|
||||
<name>Echo Knight: Echo Avatar</name>
|
||||
<text>7th-level Echo Knight feature</text>
|
||||
<text>You can temporarily transfer your consciousness to your echo. As an action, you can see through your echo's eyes and hear through its ears. During this time, you are deafened and blinded. You can sustain this effect for up to 10 minutes, and you can end it at any time (requires no action). While your echo is being used in this way, it can be up to 1,000 feet away from you without being destroyed.</text>
|
||||
<text></text>
|
||||
<text>Source: Explorer's Guide to Wildemount p. 183</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="10">
|
||||
<feature optional="YES">
|
||||
<name>Echo Knight: Shadow Martyr</name>
|
||||
<text>10th-level Echo Knight feature</text>
|
||||
<text>You can make your echo throw itself in front of an attack directed at another creature that you can see. Before the attack roll is made, you can use your reaction to teleport the echo to an unoccupied space within 5 feet of the targeted creature. The attack roll that triggered the reaction is instead made against your echo.</text>
|
||||
<text>Once you use this feature, you can't use it again until you finish a short or long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Explorer's Guide to Wildemount p. 183</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Echo Knight: Reclaim Potential</name>
|
||||
<text>15th-level Echo Knight feature</text>
|
||||
<text>You've learned to absorb the fleeting magic of your echo. When an echo of yours is destroyed by taking damage, you can gain a number of temporary hit points equal to 2d6 + your Constitution modifier, provided you don't already have temporary hit points.</text>
|
||||
<text>You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Explorer's Guide to Wildemount p. 183</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="18">
|
||||
<feature optional="YES">
|
||||
<name>Echo Knight: Legion of One</name>
|
||||
<text>18th-level Echo Knight feature</text>
|
||||
<text>You can use a bonus action to create two echoes with your Manifest Echo feature, and these echoes can coexist. If you try to create a third echo, the previous two echoes are destroyed. Anything you can do from one echo's position can be done from the other's instead.</text>
|
||||
<text>In addition, when you roll initiative and have no uses of your Unleash Incarnation feature left, you regain one use of that feature.</text>
|
||||
<text></text>
|
||||
<text>Source: Explorer's Guide to Wildemount p. 183</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
</compendium>
|
||||
@@ -0,0 +1,113 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<class>
|
||||
<name>Wizard</name>
|
||||
<autolevel level="2">
|
||||
<feature optional="YES">
|
||||
<name>Arcane Tradition: Chronurgy Magic</name>
|
||||
<text>Focusing on the manipulation of time, those who follow the Chronurgy tradition learn to alter the pace of reality to their liking. Using the ramping of anticipatory dunamis energy, these mages can bend the flow of time as adroitly as a skilled musician plays an instrument, lending themselves and their allies an advantage in the blink of an eye.</text>
|
||||
<text></text>
|
||||
<text>Source: Explorer's Guide to Wildemount p. 184</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="2">
|
||||
<feature optional="YES">
|
||||
<name>Chronurgy Magic: Chronal Shift</name>
|
||||
<text>2nd-level Chronurgy Magic feature</text>
|
||||
<text>You can magically exert limited control over the flow of time around a creature. As a reaction, after you or a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can force the creature to reroll. You make this decision after you see whether the roll succeeds or fails. The target must use the result of the second roll.</text>
|
||||
<text>You can use this ability twice, and you regain any expended uses when you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Explorer's Guide to Wildemount p. 184</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="2">
|
||||
<feature optional="YES">
|
||||
<name>Chronurgy Magic: Temporal Awareness</name>
|
||||
<text>2nd-level Chronurgy Magic feature</text>
|
||||
<text>You can add your Intelligence modifier to your initiative rolls.</text>
|
||||
<text></text>
|
||||
<text>Source: Explorer's Guide to Wildemount p. 184</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="2">
|
||||
<feature optional="YES">
|
||||
<name>Arcane Tradition: Graviturgy Magic</name>
|
||||
<text>Understanding and mastering the forces that draw bodies of matter together or drive them apart, the students of the Graviturgy arcane tradition learn to further bend and manipulate the violent energy of gravity to their benefit, and the terrible detriment of their enemies.</text>
|
||||
<text></text>
|
||||
<text>Source: Explorer's Guide to Wildemount p. 185</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="2">
|
||||
<feature optional="YES">
|
||||
<name>Graviturgy Magic: Adjust Density</name>
|
||||
<text>2nd-level Graviturgy Magic feature</text>
|
||||
<text>As an action, you can magically alter the weight of one object or creature you can see within 30 feet of you. The object or creature must be Large or smaller. The target's weight is halved or doubled for up to 1 minute or until your concentration ends (as if you were concentrating on a spell).</text>
|
||||
<text>While the weight of a creature is halved by this effect, the creature's speed increases by 10 feet, it can jump twice as far as normal, and it has disadvantage on Strength checks and Strength saving throws. While the weight of a creature is doubled by this effect, the creature's speed is reduced by 10 feet, and it has advantage on Strength checks and Strength saving throws.</text>
|
||||
<text>Upon reaching 10th level in this class, you can target an object or a creature that is Huge or smaller.</text>
|
||||
<text></text>
|
||||
<text>Source: Explorer's Guide to Wildemount p. 185</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
<feature optional="YES">
|
||||
<name>Chronurgy Magic: Momentary Stasis</name>
|
||||
<text>6th-level Chronurgy Magic feature</text>
|
||||
<text>As an action, you can magically force a Large or smaller creature you can see within 60 feet of you to make a Constitution saving throw against your spell save DC. Unless the saving throw is a success, the creature is encased in a field of magical energy until the end of your next turn or until the creature takes any damage. While encased in this way, the creature is incapacitated and has a speed of 0.</text>
|
||||
<text>You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Explorer's Guide to Wildemount p. 184</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
<feature optional="YES">
|
||||
<name>Graviturgy Magic: Gravity Well</name>
|
||||
<text>6th-level Graviturgy Magic feature</text>
|
||||
<text>You've learned how to manipulate gravity around a living being: whenever you cast a spell on a creature, you can move the target 5 feet to an unoccupied space of your choice if the target is willing to move, the spell hits it with an attack, or it fails a saving throw against the spell.</text>
|
||||
<text></text>
|
||||
<text>Source: Explorer's Guide to Wildemount p. 185</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="10">
|
||||
<feature optional="YES">
|
||||
<name>Chronurgy Magic: Arcane Abeyance</name>
|
||||
<text>10th-level Chronurgy Magic feature</text>
|
||||
<text>When you cast a spell using a spell slot of 4th level or lower, you can condense the spell's magic into a mote. The spell is frozen in time at the moment of casting and held within a gray bead for 1 hour. This bead is a Tiny object with AC 15 and 1 hit point, and it is immune to poison and psychic damage. When the duration ends, or if the bead is destroyed, it vanishes in a flash of light, and the spell is lost.</text>
|
||||
<text>A creature holding the bead can use its action to release the spell within, whereupon the bead disappears. The spell uses your spell attack bonus and save DC, and the spell treats the creature who released it as the caster for all other purposes.</text>
|
||||
<text>Once you create a bead with this feature, you can't do so again until you finish a short or long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Explorer's Guide to Wildemount p. 184</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="10">
|
||||
<feature optional="YES">
|
||||
<name>Graviturgy Magic: Violent Attraction</name>
|
||||
<text>10th-level Graviturgy Magic feature</text>
|
||||
<text>When another creature that you can see within 60 feet of you hits with a weapon attack, you can use your reaction to increase the attack's velocity, causing the attack's target to take an extra 1d10 damage of the weapon's type.</text>
|
||||
<text>Alternatively, if a creature within 60 feet of you takes damage from a fall, you can use your reaction to increase the fall's damage by 2d10.</text>
|
||||
<text>You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Explorer's Guide to Wildemount p. 185</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="14">
|
||||
<feature optional="YES">
|
||||
<name>Chronurgy Magic: Convergent Future</name>
|
||||
<text>14th-level Chronurgy Magic feature</text>
|
||||
<text>You can peer through possible futures and magically pull one of them into events around you, ensuring a particular outcome. When you or a creature you can see within 60 feet of you makes an attack roll, an ability check, or a saving throw, you can use your reaction to ignore the die roll and decide whether the number rolled is the minimum needed to succeed or one less than that number (your choice).</text>
|
||||
<text>When you use this feature, you gain one level of exhaustion. Only by finishing a long rest can you remove a level of exhaustion gained in this way.</text>
|
||||
<text></text>
|
||||
<text>Source: Explorer's Guide to Wildemount p. 184</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="14">
|
||||
<feature optional="YES">
|
||||
<name>Graviturgy Magic: Event Horizon</name>
|
||||
<text>14th-level Graviturgy Magic feature</text>
|
||||
<text>As an action, you can magically emit a powerful field of gravitational energy that tugs at other creatures for up to 1 minute or until your concentration ends (as if you were concentrating on a spell). For the duration, whenever a creature hostile to you starts its turn within 30 feet of you, it must make a Strength saving throw against your spell save DC. On a failed save, it takes 2d10 force damage, and its speed is reduced to 0 until the start of its next turn. On a successful save, it takes half as much damage, and every foot it moves this turn costs 2 extra feet of movement.</text>
|
||||
<text>Once you use this feature, you can't do so again until you finish a long rest or until you expend a spell slot of 3rd level or higher on it.</text>
|
||||
<text></text>
|
||||
<text>Source: Explorer's Guide to Wildemount p. 185</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
</compendium>
|
||||
867
FightClub5eXML/Sources/ExplorersGuideToWildemount/items-egw.xml
Normal file
867
FightClub5eXML/Sources/ExplorersGuideToWildemount/items-egw.xml
Normal file
@@ -0,0 +1,867 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<item>
|
||||
<name>Amulet of the Drunkard</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>This amulet smells of old, ale-stained wood. While wearing it, you can regain 4d4 + 4 hit points when you drink a pint of beer, ale, mead, or wine. Once the amulet has restored hit points, it can't do so again until the next dawn.
|
||||
Source: Explorer's Guide to Wildemount p. 265</text>
|
||||
<roll>4d4+4</roll>
|
||||
</item>
|
||||
<item>
|
||||
<name>Arcane Cannon</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>This Large cannon is imbued with magic. It requires no ammunition and doesn't need to be loaded. It takes one action to aim the cannon and one action to fire it. After the cannon has fired, it must recharge for 5 minutes before it can be fired again.
|
||||
The creature firing the cannon chooses the effect from the following options:
|
||||
Acid Jet: The cannon discharges acid in a line 300 feet long and 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 22 (4d10) acid damage on a failed save, or half as much damage on a successful one. In addition, a creature that fails its saving throw takes 11 (2d10) acid damage at the start of each of its turns; a creature can end this damage by using its action to wash off the acid with a pint or more of water.
|
||||
Fire Jet: The cannon discharges fire in a line 300 feet long and 5 feet wide. Each creature in the area must make a DC 15 Dexterity saving throw, taking 33 (6d10) fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.
|
||||
Frost Shot: The cannon shoots a ball of frost to a point you can see within 1,200 feet of the cannon. The ball then expands to form a 30-foot-radius sphere centered on that point. Each creature in that area must make a DC 15 Constitution saving throw. On a failed save, a creature takes 22 (4d10) cold damage, and its speed is reduced by 10 feet for 1 minute. On a successful save, the creature takes half as much damage, and its speed isn't reduced. A creature whose speed is reduced by this effect can repeat the save at the end of each of its turns, ending the effect on itself on a success.
|
||||
Lightning Shot: The cannon shoots a ball of lightning to a point you can see within 1,200 feet of the cannon. The lightning then expands to form a 20-foot-radius sphere centered on that point. Each creature in that area must make a DC 15 Dexterity saving throw, taking 33 (6d10) lightning damage on a failed save, or half as much damage on a successful one. Creatures wearing metal armor have disadvantage on the save.
|
||||
Poison Spray: The cannon expels poison gas in a 60-foot cone. Each creature in that area must make a DC 15 Constitution saving throw. On a failed save, the creature takes 22 (4d10) poison damage and is poisoned for 1 minute. On a successful save, the creature takes half as much damage and isn't poisoned. A creature poisoned in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
|
||||
Source: Explorer's Guide to Wildemount p. 265</text>
|
||||
<roll>4d10</roll>
|
||||
<roll>2d10</roll>
|
||||
<roll>6d10</roll>
|
||||
</item>
|
||||
<item>
|
||||
<name>Battering Shield</name>
|
||||
<detail>Shield</detail>
|
||||
<type>S</type>
|
||||
<weight>6</weight>
|
||||
<property></property>
|
||||
<ac>2</ac>
|
||||
<text>While holding this iron tower shield, you gain a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.
|
||||
Additionally, the shield has 3 charges, and it regains 1d3 expended charges daily at dawn. If you are holding the shield and push a creature within your reach at least 5 feet away, you can expend 1 charge to push that creature an additional 10 feet, knock it prone, or both.
|
||||
Source: Explorer's Guide to Wildemount p. 266</text>
|
||||
<roll>1d3</roll>
|
||||
</item>
|
||||
<item>
|
||||
<name>Black Sap</name>
|
||||
<detail></detail>
|
||||
<type>P</type>
|
||||
<weight></weight>
|
||||
<value>300.0</value>
|
||||
<property></property>
|
||||
<text>This tarry substance harvested from the dark boughs of the death's head willow is a powerful intoxicant. It can be smoked as a concentrate or injected directly into the bloodstream. A creature subjected to a dose of black sap cannot be charmed or frightened for 1d6 hours.
|
||||
For each dose of black sap consumed, a creature must succeed on a DC 15 Constitution saving throw or become poisoned for 2d4 hours—an effect that is cumulative with multiple doses.
|
||||
Source: Explorer's Guide to Wildemount p. 152</text>
|
||||
<roll>1d6</roll>
|
||||
<roll>2d4</roll>
|
||||
</item>
|
||||
<item>
|
||||
<name>Blade of Broken Mirrors</name>
|
||||
<detail>simple Weapon, Melee Weapon</detail>
|
||||
<type>M</type>
|
||||
<weight>1</weight>
|
||||
<property>F,L,T</property>
|
||||
<dmg1>1d4</dmg1>
|
||||
<dmgType>P</dmgType>
|
||||
<range>20/60</range>
|
||||
<text>A weapon of Tharizdun, this dagger is a piece of jagged stone whose blade is scribed with a maze-like pattern with no beginning or end.
|
||||
Sentience: The Blade of Broken Mirrors is a sentient chaotic evil weapon with an Intelligence of 21, a Wisdom of 24, and a Charisma of 24. It has hearing and darkvision out to a range of 120 feet.
|
||||
The weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal and Common.
|
||||
Personality: An insane glabrezu named Ragazuu lives within the Blade of Broken Mirrors. The weapon yearns to cause chaos. It learns its wielder's principles, then uses those ideals to encourage reckless action. The dagger whispers ideas of revolution.
|
||||
Dormant: The dagger grants the following benefits in its dormant state:
|
||||
• You can speak, read, and write Abyssal.
|
||||
• You gain a +1 bonus to attack and damage rolls made with this magic weapon. Immediately after you make a ranged attack with this weapon, it returns to your hand.
|
||||
• Whenever you kill a humanoid with an attack using the Blade of Broken Mirrors, the blade remembers the creature's appearance. While holding the dagger, you can use an action to change your form to match any humanoid the blade remembers. Your statistics, other than your size, don't change. Any equipment you are wearing or carrying isn't transformed. You can revert to your true appearance as an action. You revert to your true appearance automatically when you die. When the Blade of Broken Mirrors attunes to a new wielder, the appearances of humanoids it has killed are wiped from its memory.
|
||||
Awakened: When the dagger reaches an awakened state, it gains the following properties:
|
||||
• The weapon's bonus to attack and damage rolls increases to +2.
|
||||
• While holding the weapon, you can use an action to cast one of the following spells from it (save DC 15): fabricate, hallucinatory terrain, major image, or phantasmal killer. Once a spell has been cast using the dagger, that spell can't be cast from the dagger again until the next dawn.
|
||||
Exalted: When the dagger reaches an exalted state, it gains the following properties:
|
||||
• The weapon's bonus to attack and damage rolls increases to +3.
|
||||
• The saving throw DC for spells cast from the dagger increases to 17.
|
||||
• While holding the dagger, you can turn invisible as an action. Anything you are wearing or carrying is invisible with you. You remain invisible until you stop holding the dagger, until you attack or cast a spell that forces a creature to make a saving throw, or until you use a bonus action to become visible again.
|
||||
Betrayer Artifact Properties: The Arms of the Betrayers advance in power in the same manner as the Vestiges of Divergence. In its dormant state, each of these artifacts has one minor beneficial property and one minor detrimental property. When the artifact attains an awakened state, it gains an additional minor beneficial property and an additional minor detrimental property. When the item reaches its exalted state, it gains a major beneficial property. See "Artifact Properties" in chapter 7 of the Dungeon Master's Guide for more information.
|
||||
Source: Explorer's Guide to Wildemount p. 275</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Blasting Powder</name>
|
||||
<detail>Adventuring Gear</detail>
|
||||
<type>G</type>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>This volatile alchemical powder comes in a small pouch. When ignited by an open flame or a fuse, the powder explodes. Each creature within 5 feet of the exploding pouch must make a DC 13 Dexterity saving throw, taking 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one.
|
||||
A character can bind multiple pouches of blasting powder together so they explode at the same time. Each additional pouch increases the damage by 1d6 (maximum of 10d6) and the blast radius by 5 feet (maximum of 20 feet).
|
||||
Source: Explorer's Guide to Wildemount p. 225</text>
|
||||
<roll>3d6</roll>
|
||||
<roll>1d6</roll>
|
||||
<roll>10d6</roll>
|
||||
</item>
|
||||
<item>
|
||||
<name>Blight Ichor</name>
|
||||
<detail></detail>
|
||||
<type>P</type>
|
||||
<weight></weight>
|
||||
<value>200.0</value>
|
||||
<property></property>
|
||||
<text>This bitter chartreuse concoction is distilled from a fungus native to the Blightshore badlands. The sickly green liqueur harbors potent psychedelic properties. Provided it is neither a construct nor undead, a creature subjected to a dose of blight ichor gains advantage on Intelligence and Wisdom checks, as well as vulnerability to psychic damage, for 1 hour. For each dose of blight ichor consumed, the creature must succeed on a DC 15 Constitution saving throw or become poisoned for 1d6 hours and suffer the effects of a confusion spell for 1 minute. An undead creature subjected to a dose of blight ichor gains advantage on all Dexterity checks and is immune to the frightened condition for 1 hour.
|
||||
Source: Explorer's Guide to Wildemount p. 152</text>
|
||||
<roll>1d6</roll>
|
||||
</item>
|
||||
<item>
|
||||
<name>Bloodaxe</name>
|
||||
<detail>martial Weapon, Melee Weapon</detail>
|
||||
<type>M</type>
|
||||
<weight>7</weight>
|
||||
<value>30.0</value>
|
||||
<property>H,2H</property>
|
||||
<dmg1>1d12</dmg1>
|
||||
<dmgType>S</dmgType>
|
||||
<text>You gain a +2 bonus to attack and damage rolls made with this magic axe. The axe deals an extra 1d6 necrotic damage to creatures that aren't constructs or undead. If you reduce such a creature to 0 hit points with an attack using this axe, you gain 10 temporary hit points.
|
||||
This axe is forged from a dark, rust-colored metal and once belonged to the goliath barbarian Grog Strongjaw of Vox Machina.
|
||||
Source: Explorer's Guide to Wildemount p. 266</text>
|
||||
<roll>1d6</roll>
|
||||
</item>
|
||||
<item>
|
||||
<name>Breathing Bubble</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>This translucent, bubble-like sphere has a slightly tacky outer surface, and you gain the item's benefits only while wearing it over your head like a helmet.
|
||||
The bubble contains 1 hour of breathable air. The bubble regains all its expended air daily at dawn.
|
||||
Source: Explorer's Guide to Wildemount p. 266</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Brooch of Living Essence</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>While wearing this nondescript brooch, spells and anything else that would detect or reveal your creature type treat you as humanoid, and those that would reveal your alignment treat it as neutral.
|
||||
Source: Explorer's Guide to Wildemount p. 266</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Butcher's Bib</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>This black leather apron is perpetually covered by blood, even after being washed off. You gain the following benefits while wearing the apron:
|
||||
• Once per turn when you roll damage for a melee attack with a weapon, you can reroll the weapon's damage dice. If you do so, you must use the second total.
|
||||
• Your weapon attacks that deal slashing damage score a critical hit on a roll of 19 or 20 on the d20.
|
||||
Source: Explorer's Guide to Wildemount p. 266</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Coin of Delving</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>This scintillating copper coin sheds dim light in a 5-foot radius. If dropped a distance greater than 5 feet, the coin issues a melodious ringing sound when it hits a surface. Any creature that can hear the chime can determine the distance the coin dropped based on the tone.
|
||||
Source: Explorer's Guide to Wildemount p. 266</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Danoth's Visor</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>These mithral-frame goggles with clear diamond lenses were used by the evoker Danoth Oro to spot invisible enemies and scout areas from afar.
|
||||
Dormant: While wearing the goggles in their dormant state, you can see normally in darkness, both magical and nonmagical, to a distance of 60 feet. Additionally, you have advantage on Intelligence (Investigation) and Wisdom (Perception) checks that rely on sight.
|
||||
Awakened: When Danoth's Visor reaches an awakened state, it gains the following properties:
|
||||
• You see invisible creatures and objects within 60 feet of you as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.
|
||||
• As a bonus action, you can speak a command word and use the goggles to see into and through solid matter. This vision has a radius of 60 feet and lasts for 1 minute. To you, solid objects within that radius appear transparent. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead. This property can't be used again until the next dawn.
|
||||
• As a bonus action, you can speak a command word to switch the goggles into spyglass mode. While in this mode, creatures and objects viewed through the goggles are magnified to twice their size. Speaking the command word again reverts the goggles to their normal operation.
|
||||
Exalted: When Danoth's Visor reaches an exalted state, it gains the following properties:
|
||||
• You automatically detect illusions you can see and automatically succeed on saving throws against them. In addition, you see a bright aura around any creature that isn't in its true form.
|
||||
• As an action, you can cast the antimagic field spell from the visor. This property can't be used again until the next dawn.
|
||||
Source: Explorer's Guide to Wildemount p. 270</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Dispelling Stone</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>This smooth, rainbow-colored, egg-shaped stone can be thrown up to 30 feet and explodes in a 10-foot-radius sphere of magical energy on impact, destroying the stone. Any active spell of 5th level or lower in the sphere ends.
|
||||
Source: Explorer's Guide to Wildemount p. 266</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Duskcrusher</name>
|
||||
<detail>martial Weapon, Melee Weapon</detail>
|
||||
<type>M</type>
|
||||
<weight>2</weight>
|
||||
<value>15.0</value>
|
||||
<property>V</property>
|
||||
<dmg1>1d8</dmg1>
|
||||
<dmg2>1d10</dmg2>
|
||||
<dmgType>B</dmgType>
|
||||
<text>This item takes the form of a leather-wrapped metal rod emblazoned with the symbol of Pelor, the Dawn Father. While grasping the rod, you can use a bonus action to cause a warhammer head of crackling radiance to spring into existence. The warhammer's radiant head emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. You can use an action to make the radiant head disappear.
|
||||
While the radiant head is active, you gain a +2 bonus to attack and damage rolls made with this magic weapon, and attacks with the weapon deal radiant damage instead of bludgeoning damage. An undead creature hit by the weapon takes an extra 1d8 radiant damage.
|
||||
While you are holding Duskcrusher and its radiant head is active, you can use an action to cast the sunbeam spell (save DC 15) from the weapon, and this action can't be used again until the next dawn.
|
||||
Source: Explorer's Guide to Wildemount p. 266</text>
|
||||
<roll>1d8</roll>
|
||||
</item>
|
||||
<item>
|
||||
<name>Dust of Deliciousness</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>This reddish brown dust can be sprinkled over any edible substance to greatly improve the flavor. The dust also dulls the eater's senses: anyone eating food treated with this dust has disadvantage on Wisdom ability checks and Wisdom saving throws for 1 hour. There is enough dust to flavor six servings.
|
||||
Source: Explorer's Guide to Wildemount p. 267</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Explosive Seed</name>
|
||||
<detail>Adventuring Gear</detail>
|
||||
<type>G</type>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>This acorn-sized sphere of brass contains a small amount of blasting powder and a clockwork trigger. An explosive seed can be thrown up to 30 feet as an action, detonating on impact. Each creature within 5 feet of the exploding seed must make a DC 10 Dexterity saving throw, taking 1d8 bludgeoning damage on a failed save, or half as much damage on a successful one.
|
||||
Source: Explorer's Guide to Wildemount p. 225</text>
|
||||
<roll>1d8</roll>
|
||||
</item>
|
||||
<item>
|
||||
<name>Goggles of Object Reading</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>These leather-framed goggles feature purple crystal lenses. While wearing the goggles, you have advantage on Intelligence (Arcana) checks made to reveal information about a creature or object you can see.
|
||||
In addition, you can cast the identify spell using the googles. Once you do so, you can't do so again until the next dawn.
|
||||
Source: Explorer's Guide to Wildemount p. 267</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Grimoire Infinitus</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight>3</weight>
|
||||
<property></property>
|
||||
<text>Several of these spellbooks with gilded pages and silver-plated covers were created during the Age of Arcanum, but only one has been found since the Calamity ended. The book has an infinite number of pages, is three inches thick, eight inches wide, twelve inches long, and weighs three pounds.
|
||||
Dormant: Most of the book is blank, but the following spells are recorded in the first pages of the tome: alarm, antimagic field, Bigby's hand, blight, charm person, confusion, control weather, create undead, detect thoughts, enlarge/reduce, fear, foresight, gaseous form, glyph of warding, legend lore, Leomund's tiny hut, mass suggestion, mislead, misty step, Mordenkainen's faithful hound, prismatic spray, ray of enfeeblement, silent image, teleport, and thunderwave.
|
||||
You can use the grimoire as your spellbook, and you can scribe new spells into it as normal. When you prepare wizard spells using the grimoire, the number of wizard spells you can prepare increases by 1.
|
||||
Awakened: When the Grimoire Infinitus reaches an awakened state, it gains the following properties:
|
||||
• While you carry the spellbook, you have advantage on saving throws against spells and magical effects.
|
||||
• When you prepare wizard spells using the grimoire as your spellbook, the number of spells you can prepare increases by 1 again.
|
||||
Exalted: When the Grimoire Infinitus reaches an exalted state, it gains the following properties:
|
||||
• You can now use your Arcane Recovery feature twice between long rests, rather than once.
|
||||
• When you prepare wizard spells using the grimoire as your spellbook, the number of spells you can prepare increases by 1 again.
|
||||
Source: Explorer's Guide to Wildemount p. 271</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Grovelthrash</name>
|
||||
<detail>martial Weapon, Melee Weapon</detail>
|
||||
<type>M</type>
|
||||
<weight>2</weight>
|
||||
<property>V</property>
|
||||
<dmg1>1d8</dmg1>
|
||||
<dmg2>1d10</dmg2>
|
||||
<dmgType>B</dmgType>
|
||||
<text>Crafted from a single piece of obsidian, this warhammer of Torog hums with magical energy and is carved with the images of faces screaming in pain.
|
||||
Sentience: Grovelthrash is a sentient neutral evil weapon with an Intelligence of 18, a Wisdom of 15, and a Charisma of 19. It has hearing and darkvision out to a range of 120 feet.
|
||||
The weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal, Common, and Infernal.
|
||||
Personality: A covetous ultroloth named Ciria lives within Grovelthrash. The weapon values material possessions and doling out pain. It compliments its wielder whenever they claim treasure and takes pleasure in harming others.
|
||||
Dormant: The warhammer grants the following benefits in its dormant state:
|
||||
• You can speak, read, and write Abyssal and Infernal.
|
||||
• You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit with an attack using this warhammer, you can deal an extra 2d6 bludgeoning damage to the target. If you do, you take 1d6 psychic damage. The warhammer deals double damage to objects and structures.
|
||||
• While holding this weapon, you have advantage on Wisdom (Insight) checks made to discern a lie spoken in a language you understand.
|
||||
Awakened: When the warhammer reaches an awakened state, it gains the following properties:
|
||||
• The weapon's bonus to attack and damage rolls increases to +2.
|
||||
• You gain a burrowing speed equal to your walking speed. You can use your burrowing speed to move through sand, loose earth, mud, or ice, not solid rock.
|
||||
• When a creature you can see within 30 feet of you hits you with an attack while you are wielding the warhammer, you can use your reaction to deal an amount of psychic damage to that creature equal to the damage you took from the attack. This property can't be used again until the next dawn.
|
||||
Exalted: When the warhammer reaches an exalted state, it gains the following properties:
|
||||
• The weapon's bonus to attack and damage rolls increases to +3.
|
||||
• When you have fewer hit points than half your hit point maximum, the warhammer deals an extra 2d6 bludgeoning damage on a hit. You can burrow through solid rock at half your burrowing speed and leave a 5-foot-diameter tunnel in your wake.
|
||||
• As an action, you can use the warhammer to cast one of the following spells from it (save DC 17): earthquake, meld into stone, or stone shape. Once a spell has been cast using the warhammer, that spell can't be cast from the warhammer again until the next dawn.
|
||||
Betrayer Artifact Properties: The Arms of the Betrayers advance in power in the same manner as the Vestiges of Divergence. In its dormant state, each of these artifacts has one minor beneficial property and one minor detrimental property. When the artifact attains an awakened state, it gains an additional minor beneficial property and an additional minor detrimental property. When the item reaches its exalted state, it gains a major beneficial property. See "Artifact Properties" in chapter 7 of the Dungeon Master's Guide for more information.
|
||||
Source: Explorer's Guide to Wildemount p. 275</text>
|
||||
<roll>2d6</roll>
|
||||
<roll>1d6</roll>
|
||||
</item>
|
||||
<item>
|
||||
<name>Hide of the Feral Guardian</name>
|
||||
<detail>Light Armor</detail>
|
||||
<type>LA</type>
|
||||
<weight>13</weight>
|
||||
<value>45.0</value>
|
||||
<property></property>
|
||||
<ac>12</ac>
|
||||
<text>It is believed that this polished and beautifully detailed leather armor was a gift from Melora, bestowed on a long-forgotten archdruid and champion of the natural world before the terrors of the Calamity.
|
||||
Dormant: While wearing the armor in its dormant state, you gain the following benefits:
|
||||
• The armor grants you a +1 bonus to AC.
|
||||
• While you are transformed by an effect that replaces any of your game statistics with those of another creature, you have a +1 bonus to melee attack and damage rolls, and you retain the benefits of this armor.
|
||||
• As an action, you can use the armor to cast polymorph on yourself, transforming into a giant owl while retaining your Intelligence, Wisdom, and Charisma scores. This property can't be used again until the next dawn.
|
||||
Awakened: When the armor reaches an awakened state, it gains the following properties:
|
||||
• The AC bonus of the armor increases to +2.
|
||||
• While you are transformed by an effect that replaces any of your game statistics with those of another creature, your bonus to melee attack and damage rolls increases by 1 (to +2).
|
||||
• When you cast the polymorph spell using this armor, you can transform into a cave bear.
|
||||
Exalted: When the armor reaches an exalted state, it gains the following properties:
|
||||
• The AC bonus of the armor increases to +3.
|
||||
• While you are transformed by an effect that replaces any of your game statistics with those of another creature, your bonus to melee attack and damage rolls increases by 1 (to +3).
|
||||
• When you cast the polymorph spell using this armor, you can transform into a guardian wolf.
|
||||
Source: Explorer's Guide to Wildemount p. 271</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Hunter's Coat</name>
|
||||
<detail>Light Armor</detail>
|
||||
<type>LA</type>
|
||||
<weight>10</weight>
|
||||
<value>10.0</value>
|
||||
<property></property>
|
||||
<ac>11</ac>
|
||||
<text>You have a +1 bonus to AC while wearing this armor.
|
||||
The coat has 3 charges. When you hit a creature with an attack and that creature doesn't have all its hit points, you can expend 1 charge to deal an extra 1d10 necrotic damage to the target. The coat regains 1d3 expended charges daily at dawn.
|
||||
The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.
|
||||
Source: Explorer's Guide to Wildemount p. 267</text>
|
||||
<roll>1d10</roll>
|
||||
<roll>1d3</roll>
|
||||
</item>
|
||||
<item>
|
||||
<name>Infiltrator's Key</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>This mithral skeleton key was forged using the blood of twelve master thieves executed for trying to steal magic items during the Age of Arcanum.
|
||||
Dormant: The Infiltrator's Key grants the following benefits in its dormant state:
|
||||
• The key can be used as thieves' tools for the purpose of opening locks. When using the key, you are considered proficient in thieves' tools and you have advantage on ability checks made to open locks.
|
||||
• While holding the key, your steps are muffled, giving you advantage on Dexterity (Stealth) checks made to move silently.
|
||||
Awakened: When the Infiltrator's Key reaches an awakened state, it gains the following properties:
|
||||
• While holding the key, you can use a bonus action to transform the key into a magic dagger or back into a key. While the key is in the form of a dagger, you gain a +1 bonus to attack and damage rolls made with it, and it returns to your hand immediately after it is used to make a ranged attack.
|
||||
• While holding the key, you can use an action to cast one of the following spells from it: alter self, invisibility, knock, or pass without trace. Once a spell has been cast using the key, it can't be used to cast that spell again until the next dawn.
|
||||
Exalted: When the Infiltrator's Key reaches an exalted state, it gains the following properties:
|
||||
• As a bonus action, you can touch the key to a floor, wall, or ceiling that is no more than 5 feet thick and cause a magical opening to appear in the surface. When you create the opening, you choose its length and width, up to 10 feet for each dimension. The opening lasts until the key passes through it to the other side, at which point it disappears (if a creature is in the opening when the doorway closes, the creature is safely shunted to the nearest unoccupied space). The key can't be used to create another opening until the next dawn.
|
||||
• While holding the key, you can use an action to cast one of the following spells from it: dimension door, gaseous form, or mislead. Once a spell has been cast using the key, it can't be used to cast that spell again until the next dawn.
|
||||
Source: Explorer's Guide to Wildemount p. 272</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Lash of Shadows</name>
|
||||
<detail>martial Weapon, Melee Weapon</detail>
|
||||
<type>M</type>
|
||||
<weight>3</weight>
|
||||
<property>F,R</property>
|
||||
<dmg1>1d4</dmg1>
|
||||
<dmgType>S</dmgType>
|
||||
<text>This snakeskin whip is touched by the power of Zehir and ends in five animated serpent heads.
|
||||
Sentience: The Lash of Shadows is a sentient chaotic evil weapon with an Intelligence of 18, a Wisdom of 16, and a Charisma of 20. It has hearing and darkvision out to a range of 120 feet.
|
||||
The weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal, Common, and Draconic.
|
||||
Personality: A mad marilith named Sizlifeth lives within the Lash of Shadows. The weapon has a short temper and experiences only extreme emotions. It is most happy when dealing harm.
|
||||
Dormant: The whip grants the following benefits in its dormant state:
|
||||
• You can speak, read, and write Abyssal and Draconic.
|
||||
• You gain a +1 bonus to attack and damage rolls made with this magic weapon.
|
||||
• You can attempt to poison any creature that is hit by the whip. The creature must succeed on a DC 13 Constitution saving throw or suffer the effect of one of the following poisons of your choice; once a poison other than Serpent Venom has been used, that poison can't be used again until the next dawn:
|
||||
• Dead Eyes.: A creature that fails the saving throw against this poison is poisoned for 1 hour. While poisoned in this way, the creature is blinded.
|
||||
|
||||
• Serpent Venom.: A creature that fails the saving throw against this poison takes 3d6 poison damage, or half as much damage on a successful save.
|
||||
|
||||
Awakened: When the whip reaches an awakened state, it gains the following properties:
|
||||
• The weapon's bonus to attack and damage rolls increases to +2.
|
||||
• The saving throw DC for the weapon's poisons increases to 15.
|
||||
• The weapon gains a new poison option called Ghoul's Blood. A creature that fails the saving throw against this poison is poisoned for 1 minute. While poisoned in this way, the creature is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
|
||||
Exalted: When the whip reaches an exalted state, it gains the following additional properties:
|
||||
• The weapon's bonus to attack and damage rolls increases to +3.
|
||||
• The saving throw DC for the weapon's poisons increases to 17.
|
||||
• The weapon gains a new poison option called Cockatrice Tears. A creature that fails the saving throw against this poison begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified for 24 hours.
|
||||
Betrayer Artifact Properties: The Arms of the Betrayers advance in power in the same manner as the Vestiges of Divergence. In its dormant state, each of these artifacts has one minor beneficial property and one minor detrimental property. When the artifact attains an awakened state, it gains an additional minor beneficial property and an additional minor detrimental property. When the item reaches its exalted state, it gains a major beneficial property. See "Artifact Properties" in chapter 7 of the Dungeon Master's Guide for more information.
|
||||
Source: Explorer's Guide to Wildemount p. 276</text>
|
||||
<roll>3d6</roll>
|
||||
</item>
|
||||
<item>
|
||||
<name>Luxon Beacon</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>This dodecahedron of faintly glowing crystal is heavier than it appears. A set of handles are affixed to its sides, and it pulsates and thrums when touched.
|
||||
Fragment of Possibility: A creature that touches the beacon and concentrates for 1 minute receives a Fragment of Possibility, which looks like a Tiny, grayish bead of energy that follows the creature around, staying within 1 foot of it at all times. The fragment lasts for 8 hours or until used. Once the beacon grants a Fragment of Possibility, it can't grant another until the next dawn. A creature with a Fragment of Possibility from a Luxon Beacon can't gain another Fragment of Possibility from any source.
|
||||
When a creature with a Fragment of Possibility makes an attack roll, an ability check, or a saving throw, it can expend its fragment to roll an additional d20 and choose which of the d20s to use. Alternatively, when an attack roll is made against the creature, it can expend its fragment to roll a d20 and choose which of the d20s to use, the one it rolled or the one the attacker rolled.
|
||||
If the original d20 roll has advantage or disadvantage, the creature rolls its d20 after advantage or disadvantage has been applied to the original roll.
|
||||
Soul Snare: If a follower of the Luxon who has undergone a ritual of consecution dies within 100 miles of a Luxon Beacon, their soul is ensnared by it. This soul will be reincarnated within the body of a random humanoid baby developing within 100 miles of the beacon.
|
||||
Source: Explorer's Guide to Wildemount p. 268</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Mace of the Black Crown</name>
|
||||
<detail>simple Weapon, Melee Weapon</detail>
|
||||
<type>M</type>
|
||||
<weight>4</weight>
|
||||
<property></property>
|
||||
<dmg1>1d6</dmg1>
|
||||
<dmgType>B</dmgType>
|
||||
<text>This mace has a haft of black iron and a ruby head with a fiendish countenance. Carrying the boon of Asmodeus, it is fit for the most powerful servants of the Nine Hells.
|
||||
Sentience: The Mace of the Black Crown is a sentient lawful evil weapon with an Intelligence of 20, a Wisdom of 12, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet.
|
||||
The weapon communicates telepathically with its wielder and can speak, read, and understand Common and Infernal.
|
||||
Personality: A greedy erinyes named Xartaza lives within the Mace of the Black Crown. Xartaza wants to recruit more souls for Asmodeus, so the weapon pushes its wielder toward lawful evil actions by manipulating the wielder's dreams. A former Blood War general, Xartaza hates demons and relishes crafting sound battle plans in any conflict.
|
||||
Dormant: The mace grants the following benefits in its dormant state:
|
||||
• You can speak, read, and write Infernal.
|
||||
• You gain a +1 bonus to attack and damage rolls made with this magic weapon.
|
||||
• While holding the mace, you can use a bonus action to speak its Infernal command word, causing flames to erupt from the head. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the mace is ablaze, it deals an extra 1d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you are no longer holding the mace.
|
||||
• While holding the mace, you can use an action to summon an imp. Any devil you summon with this mace is friendly to you and your companions for the duration. The imp obeys any verbal commands that you issue to it and returns to the Nine Hells 10 minutes after you summoned it. This property can't be used again until the next dawn.
|
||||
Awakened: When the mace reaches an awakened state, it gains the following properties:
|
||||
• The weapon's bonus to attack and damage rolls increases to +2, and the extra fire damage dealt by the weapon when it is ignited increases to 2d6.
|
||||
• The weapon's Summon Devil feature can also be used to summon a bearded devil.
|
||||
• You have resistance to poison damage while holding this weapon.
|
||||
Exalted: When the mace reaches an exalted state, it gains the following properties:
|
||||
• The weapon's bonus to attack and damage rolls increases to +3, and the extra fire damage dealt by the weapon when it is ignited increases to 3d6. Fire damage dealt by the mace ignores resistance to fire damage.
|
||||
• The weapon's Summon Devil feature can also be used to summon a barbed devil.
|
||||
• You have resistance to fire damage while you hold this weapon.
|
||||
Betrayer Artifact Properties: The Arms of the Betrayers advance in power in the same manner as the Vestiges of Divergence. In its dormant state, each of these artifacts has one minor beneficial property and one minor detrimental property. When the artifact attains an awakened state, it gains an additional minor beneficial property and an additional minor detrimental property. When the item reaches its exalted state, it gains a major beneficial property. See "Artifact Properties" in chapter 7 of the Dungeon Master's Guide for more information.
|
||||
Source: Explorer's Guide to Wildemount p. 276</text>
|
||||
<roll>1d6</roll>
|
||||
<roll>2d6</roll>
|
||||
<roll>3d6</roll>
|
||||
</item>
|
||||
<item>
|
||||
<name>Moorbounder</name>
|
||||
<detail>Mount</detail>
|
||||
<type>G</type>
|
||||
<weight></weight>
|
||||
<value>400.0</value>
|
||||
<property></property>
|
||||
<text>Beasts of burden are common throughout Xhorhas, and often horses and other riding animals are the best or only option. For those who require speed and have a little more coin to spend, the best option is often a moorbounder. However, moorbounders that haven't undergone proper training or established bonds of trust with their masters tend to attack and even eat their riders.
|
||||
Moorbounders can cost anywhere from 300 to 500 gp each. They're often cheaper and more abundant in towns on the wastes than in cities like Rosohna.
|
||||
Source: Explorer's Guide to Wildemount p. 132</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Muroosa Balm</name>
|
||||
<detail></detail>
|
||||
<type>P</type>
|
||||
<weight></weight>
|
||||
<value>100.0</value>
|
||||
<property></property>
|
||||
<text>This paste made from the muroosa bush is known to help prevent sunburn, but it is also a fire retardant. After spending 1 minute applying a quarter pint of muroosa balm to your skin, you gain resistance against fire damage for 1 hour.
|
||||
A dose of muroosa balm sufficient for treating sunburn costs 1 gp.
|
||||
Source: Explorer's Guide to Wildemount p. 70</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Needle of Mending</name>
|
||||
<detail>simple Weapon, Melee Weapon</detail>
|
||||
<type>M</type>
|
||||
<weight>1</weight>
|
||||
<value>2.0</value>
|
||||
<property>F,L,T</property>
|
||||
<dmg1>1d4</dmg1>
|
||||
<dmgType>P</dmgType>
|
||||
<range>20/60</range>
|
||||
<text>This weapon is a magic dagger disguised as a sewing needle. When you hold it and use a bonus action to speak its command word, it transforms into a dagger or back into a needle.
|
||||
You gain a +1 bonus to attack and damage rolls made with the dagger. While holding it, you can use an action to cast the mending cantrip from it.
|
||||
Source: Explorer's Guide to Wildemount p. 268</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Nightfall Pearl</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>Used to summon night, this 6-inch-diameter, jet-black orb is cold to the touch. You can spend 10 minutes to activate it, causing the area within 10 miles of it at the moment of activation to become night even if it is daytime. This night lasts for 24 hours, until you cancel it as an action, or until your attunement to the pearl ends. Once used, the pearl can't be used again for 24 hours.
|
||||
Source: Explorer's Guide to Wildemount p. 268</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Olisuba Leaf</name>
|
||||
<detail></detail>
|
||||
<type>P</type>
|
||||
<weight></weight>
|
||||
<value>50.0</value>
|
||||
<property></property>
|
||||
<text>These dried leaves of the Olisuba tree, when steeped to make a tea, can help a body recover from strenuous activity. If you drink a dose of Olisuba tea during a long rest, your exhaustion level is reduced by 2 instead of 1 at the end of that long rest.
|
||||
Source: Explorer's Guide to Wildemount p. 70</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Orb of the Veil</name>
|
||||
<detail>Wondrous item, Cursed item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight>3</weight>
|
||||
<property></property>
|
||||
<text>This onyx sphere bears deep, spiraling grooves and dangles from an iron chain. While the orb is on your person, you gain the following benefits:
|
||||
• Your Wisdom score increases by 2, as does your maximum for that score.
|
||||
• You gain darkvision out to a range of 60 feet. If you already have darkvision, the orb increases its range by 60 feet.
|
||||
• You have advantage on Wisdom checks to find hidden doors and paths.
|
||||
Curse: The orb is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the orb, keeping it on your person at all times. All nonmagical flames within 30 feet of you automatically extinguish, and fire damage dealt by you is halved.
|
||||
Source: Explorer's Guide to Wildemount p. 268</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Potion of Maximum Power</name>
|
||||
<detail></detail>
|
||||
<type>P</type>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>The first time you cast a damage-dealing spell of 4th level or lower within 1 minute after drinking the potion, instead of rolling dice to determine the damage dealt, you can instead use the highest number possible for each die.
|
||||
This glowing purple liquid smells of sugar and plum, but it has a muddy taste.
|
||||
Source: Explorer's Guide to Wildemount p. 268</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Potion of Possibility</name>
|
||||
<detail></detail>
|
||||
<type>P</type>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>When you drink this clear potion, you gain two Fragments of Possibility, each of which looks like a Tiny, grayish bead of energy that follows you around, staying within 1 foot of you at all times. Each fragment lasts for 8 hours or until used.
|
||||
When you make an attack roll, an ability check, or a saving throw, you can expend your fragment to roll an additional d20 and choose which of the d20s to use. Alternatively, when an attack roll is made against you, you can expend your fragment to roll a d20 and choose which of the d20s to use, the one you rolled or the one the attacker rolled.
|
||||
If the original d20 roll has advantage or disadvantage, you roll your d20 after advantage or disadvantage has been applied to the original roll.
|
||||
While you have one or more Fragments of Possibility from this potion, you can't gain another Fragment of Possibility from any source.
|
||||
Source: Explorer's Guide to Wildemount p. 268</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Pride Silk</name>
|
||||
<detail>Adventuring Gear</detail>
|
||||
<type>G</type>
|
||||
<weight>1</weight>
|
||||
<value>100.0</value>
|
||||
<property></property>
|
||||
<text>The hearty silk unique to the region has long been a point of pride with the locals. When processed and woven properly, the resulting cloth is pride silk: an extremely flexible material with the durability of tanned leather. Pride silk has become a favorite cloth for use on military ship sails, war banners, and other utilitarian applications, but has also gained popularity in affluent circles. High-end clothing made from pride silk is both fashionable and protective, leading many nobles and wealthy merchants to seek full outfits and formal gowns made with it. The tailors skilled enough to create such outfits are few and far between, so while pride silk might be expensive as a raw material, outfits made of the cloth are prohibitively expensive for most common folk.
|
||||
Source: Explorer's Guide to Wildemount p. 103</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Pride Silk Outfit</name>
|
||||
<detail>Adventuring Gear</detail>
|
||||
<type>G</type>
|
||||
<weight>4</weight>
|
||||
<value>500.0</value>
|
||||
<property></property>
|
||||
<text>An outfit made of pride silk weighs 4 pounds and costs 500 gp. If you aren't wearing armor, your base Armor Class is 11 + your Dexterity modifier while wearing it.
|
||||
Source: Explorer's Guide to Wildemount p. 103</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Reincarnation Dust</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>When this small pouch of purple dust is sprinkled on a dead humanoid or a piece of a dead humanoid, the dust is absorbed by the remains. If willing, the dead creature returns to life with a new body as if the reincarnate spell had been cast on the remains.
|
||||
Source: Explorer's Guide to Wildemount p. 268</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Ring of Obscuring</name>
|
||||
<detail></detail>
|
||||
<type>RG</type>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>This band of iron resembles a skull and is cold to the touch. It has 3 charges and regains 1d3 expended charges daily at dawn. As an action while wearing the ring, you can expend 1 of its charges to cast the fog cloud spell from it, with the following changes: the cloud is centered on you when it first appears, and the spell lasts for 1 minute (no concentration required).
|
||||
Source: Explorer's Guide to Wildemount p. 269</text>
|
||||
<roll>1d3</roll>
|
||||
</item>
|
||||
<item>
|
||||
<name>Ring of Temporal Salvation</name>
|
||||
<detail></detail>
|
||||
<type>RG</type>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>If you die while wearing this gray crystal ring, you vanish and reappear in an unoccupied space within 5 feet of the space you left (or the nearest unoccupied space). You have a number of hit points equal to 3d6 + your Constitution modifier. If your hit point maximum is lower than the number of hit points you regain, your hit point maximum rises to a similar amount. If you have any levels of exhaustion, reduce your level of exhaustion by 1. Once the ring is used, it turns to dust and is destroyed.
|
||||
Source: Explorer's Guide to Wildemount p. 269</text>
|
||||
<roll>3d6</roll>
|
||||
</item>
|
||||
<item>
|
||||
<name>Rod of Retribution</name>
|
||||
<detail></detail>
|
||||
<type>RD</type>
|
||||
<weight>2</weight>
|
||||
<property></property>
|
||||
<text>This adamantine rod is tipped with a glowing crystalline eye. The rod has 3 charges and regains all its expended charges daily at dawn.
|
||||
When a creature you can see within 60 feet of you damages you while you are holding this rod, you can use your reaction to expend 1 of the rod's charges to force the creature to make a DC 13 Dexterity saving throw. The creature takes 2d10 lightning damage on a failed save, or half as much damage on a successful one.
|
||||
Source: Explorer's Guide to Wildemount p. 269</text>
|
||||
<roll>2d10</roll>
|
||||
</item>
|
||||
<item>
|
||||
<name>Ruin's Wake</name>
|
||||
<detail>simple Weapon, Melee Weapon</detail>
|
||||
<type>M</type>
|
||||
<weight>3</weight>
|
||||
<property>T,V</property>
|
||||
<dmg1>1d6</dmg1>
|
||||
<dmg2>1d8</dmg2>
|
||||
<dmgType>P</dmgType>
|
||||
<range>20/60</range>
|
||||
<text>This spear is made from the ivory bone of an ancient gold dragon and carved with an Orc hymn to Gruumsh.
|
||||
Sentience: Ruin's Wake is a sentient chaotic evil weapon with an Intelligence of 20, a Wisdom of 16, and a Charisma of 22. It has hearing and darkvision out to a range of 120 feet.
|
||||
The weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal, Common, and Orc.
|
||||
Personality: A slaughter-loving balor named Yarrowish lives within Ruin's Wake. The weapon desires only to draw blood and pushes its wielder to solve problems with violence.
|
||||
Dormant: The spear grants the following benefits in its dormant state:
|
||||
• You can speak, read, and write Abyssal and Orc.
|
||||
• You gain a +1 bonus to attack and damage rolls made with this magic weapon, and it deals an extra 1d8 piercing damage to any target it hits. Immediately after you make a ranged attack with this weapon, it flies back to your hand.
|
||||
• As a reaction when you are hit by a melee attack, you can make a melee attack with Ruin's Wake with advantage against the attacker. You can't use this property again until you finish a short or long rest.
|
||||
Awakened: When the spear reaches an awakened state, it gains the following properties:
|
||||
• The weapon's bonus to attack and damage rolls increases to +2, and the extra piercing damage dealt by the weapon increases to 2d8.
|
||||
• When you hurl the spear and speak a command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a creature you can see within 120 feet of you. Each creature in the line, excluding you, must make a DC 15 Dexterity saving throw, taking 8d6 lightning damage on a failed save, or half as much damage on a successful one. Ruin's Wake then returns to your hand. This property can't be used again until the next dawn.
|
||||
Exalted: When the spear reaches an exalted state, it gains the following properties:
|
||||
• The weapon's bonus to attack and damage rolls increases to +3.
|
||||
• While holding the spear, you can let out a battle cry as a bonus action. Each creature you choose within 30 feet of you gains advantage on attack rolls until the start of your next turn. This property can't be used again until the next dawn.
|
||||
• When you reduce a creature to 0 hit points with an attack from the spear, you can regain hit points equal to the damage you dealt with the attack. This property can't be used again until the next dawn.
|
||||
Betrayer Artifact Properties: The Arms of the Betrayers advance in power in the same manner as the Vestiges of Divergence. In its dormant state, each of these artifacts has one minor beneficial property and one minor detrimental property. When the artifact attains an awakened state, it gains an additional minor beneficial property and an additional minor detrimental property. When the item reaches its exalted state, it gains a major beneficial property. See "Artifact Properties" in chapter 7 of the Dungeon Master's Guide for more information.
|
||||
Source: Explorer's Guide to Wildemount p. 277</text>
|
||||
<roll>1d8</roll>
|
||||
<roll>2d8</roll>
|
||||
<roll>8d6</roll>
|
||||
</item>
|
||||
<item>
|
||||
<name>Silken Spite</name>
|
||||
<detail>martial Weapon, Melee Weapon</detail>
|
||||
<type>M</type>
|
||||
<weight>2</weight>
|
||||
<property>F</property>
|
||||
<dmg1>1d8</dmg1>
|
||||
<dmgType>P</dmgType>
|
||||
<text>The blade of this rapier is made of spider silk. Its onyx pommel is tipped with a ruby cut in the shape of a spider, and the blade carries the blessing of Lolth.
|
||||
Sentience: Silken Spite is a sentient chaotic evil weapon with an Intelligence of 13, a Wisdom of 15, and a Charisma of 15. It has hearing and darkvision out to a range of 120 feet.
|
||||
The weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal, Common, Elvish, and Undercommon.
|
||||
Personality: A murderous yochlol named Sinnafex lives within Silken Spite. The weapon speaks in whispers, pushing its wielder to trust no one and to kill those who cause the slightest personal offense.
|
||||
Dormant: The rapier grants the following benefits in its dormant state:
|
||||
• You can speak, read, and write Abyssal, Elvish, and Undercommon.
|
||||
• You have darkvision out to a range of 60 feet. If you already have darkvision, being attuned to the rapier increases the range of your darkvision by 60 feet.
|
||||
• You gain a +1 bonus to attack and damage rolls made with this magic weapon.
|
||||
• You can use an action to cause poison to coat the rapier's blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 13 Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also unconscious while poisoned in this way. The creature wakes up if it takes damage or if another creature uses its action to shake the creature awake.
|
||||
• While carrying the rapier, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. Additionally, you can't be caught in webs of any sort and can move through webs as if they were difficult terrain.
|
||||
Awakened: The rapier grants the following benefits in its awakened state:
|
||||
• The weapon's bonus to attack and damage rolls increases to +2.
|
||||
• The saving throw DC for the weapon's poison increases to 15.
|
||||
• While holding the rapier, you can use an action to cast one of the following spells from it (save DC 15): cloudkill, darkness, levitate, or web. Once a spell has been cast using the rapier, that spell can't be cast from the rapier again until the next dawn.
|
||||
Exalted: The rapier grants the following benefits in its exalted state:
|
||||
• The weapon's bonus to attack and damage rolls increases to +3.
|
||||
• The saving throw DC for the weapon's poison and spells cast from the weapon increases to 17.
|
||||
• Magical darkness doesn't impede your darkvision.
|
||||
• While holding the weapon in dim light or darkness, you can use a bonus action to teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. This property can't be used again until the next dawn.
|
||||
Betrayer Artifact Properties: The Arms of the Betrayers advance in power in the same manner as the Vestiges of Divergence. In its dormant state, each of these artifacts has one minor beneficial property and one minor detrimental property. When the artifact attains an awakened state, it gains an additional minor beneficial property and an additional minor detrimental property. When the item reaches its exalted state, it gains a major beneficial property. See "Artifact Properties" in chapter 7 of the Dungeon Master's Guide for more information.
|
||||
Source: Explorer's Guide to Wildemount p. 277</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Skyship</name>
|
||||
<detail>Vehicle (air)</detail>
|
||||
<type>G</type>
|
||||
<weight></weight>
|
||||
<value>100000.0</value>
|
||||
<property></property>
|
||||
<text>Source: Explorer's Guide to Wildemount p. 72</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Soothsalts</name>
|
||||
<detail></detail>
|
||||
<type>P</type>
|
||||
<weight></weight>
|
||||
<value>150.0</value>
|
||||
<property></property>
|
||||
<text>Soothsalts are derived from a naturally occurring crystalline substance discovered throughout the wilds of the Miskath Strand. The crimson crystals have been mined from cavernous veins like those in the mouth of the Miskath Pit and found within smaller geode formations near sites ravaged by the Calamity. Soothsalts are consumed orally in lozenge-sized doses, and frequent users can be identified by the telltale crimson stain around their mouths. A creature subjected to a dose of soothsalts gains advantage on all Intelligence checks for 1d4 hours.
|
||||
For each dose of soothsalts consumed, the creature must succeed on a DC 15 Constitution saving throw or gain one level of exhaustion—an effect which is cumulative with multiple doses.
|
||||
Source: Explorer's Guide to Wildemount p. 152</text>
|
||||
<roll>1d4</roll>
|
||||
</item>
|
||||
<item>
|
||||
<name>Spell Bottle</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>This glass bottle can store one spell of up to 5th level at a time. When found, roll a d6 and subtract 1; the total determines the level of spell in the bottle (the DM chooses the spell, and 0 means the bottle is empty). A swirling blue vapor fills the bottle while it contains a spell.
|
||||
When the bottle is empty, any creature can cast a spell of 1st through 5th level into it by touching it while casting. The spell has no effect other than to be stored in the bottle.
|
||||
While holding the bottle, you can cast the spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The bottle becomes empty once the spell is cast.
|
||||
If you're holding the empty bottle when you see a creature casting a spell within 60 feet of you, you can open the bottle as a reaction in an attempt to interrupt the spell. If the creature is casting a spell of 3rd level or lower, the spell has no effect, and it is stored in the bottle. If it is casting a spell of 4th level or higher, make an Intelligence check. The DC equals 10 + the spell's level. On a success, the spell has no effect, and it is stored in the bottle.
|
||||
Source: Explorer's Guide to Wildemount p. 269</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Staff of Dunamancy</name>
|
||||
<detail>Staff</detail>
|
||||
<type>ST</type>
|
||||
<weight>4</weight>
|
||||
<property>V</property>
|
||||
<dmg1>1d6</dmg1>
|
||||
<dmg2>1d8</dmg2>
|
||||
<dmgType>B</dmgType>
|
||||
<text>This staff of polished gray wood bears numerous runes carved along its length. The staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns into dust and is destroyed.
|
||||
While holding the staff, you can use an action to expend 2 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: fortune's favor (2 charges), pulse wave (3 charges), or gravity sinkhole (4 charges).
|
||||
New Possibility: If you are holding the staff and fail a saving throw against a spell that targets only you, you can turn your failed save into a successful one. This property can't be used again until the next dawn.
|
||||
Source: Explorer's Guide to Wildemount p. 270</text>
|
||||
<roll>1d6+4</roll>
|
||||
</item>
|
||||
<item>
|
||||
<name>Staff of the Ivory Claw</name>
|
||||
<detail>Staff</detail>
|
||||
<type>ST</type>
|
||||
<weight>4</weight>
|
||||
<property>V</property>
|
||||
<dmg1>1d6</dmg1>
|
||||
<dmg2>1d8</dmg2>
|
||||
<dmgType>B</dmgType>
|
||||
<text>This gray-and-cerulean staff is topped with a small dragon claw carved from ivory. While holding the staff, you gain a +1 bonus to spell attack rolls. Whenever you score a critical hit with a spell attack, the target takes an extra 3d6 radiant damage.
|
||||
Source: Explorer's Guide to Wildemount p. 270</text>
|
||||
<roll>3d6</roll>
|
||||
</item>
|
||||
<item>
|
||||
<name>Stormgirdle</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>A Stormgirdle is a wide belt made of thick leather branded with the symbol of Kord. The girdle's clasps are made from dragon ivory.
|
||||
Dormant: While wearing the Stormgirdle in its dormant state, you have resistance to lightning damage and thunder damage, and your Strength score becomes 21 if it isn't already 21 or higher. In addition, you can use an action to become a Storm Avatar for 1 minute, gaining the following benefits for the duration:
|
||||
• You have immunity to lightning damage and thunder damage.
|
||||
• When you hit with a weapon attack that normally deals bludgeoning damage, it deals thunder damage instead. When you hit with a weapon attack that normally deals piercing or slashing damage, it deals lightning damage instead.
|
||||
• As a bonus action, you can choose one creature you can see within 30 feet of you to be struck by lightning. The target must make a DC 15 Dexterity saving throw, taking 3d6 lightning damage on a failed save, or half as much damage on a successful one.
|
||||
Once you use the girdle's Storm Avatar property, that property can't be used again until the next dawn.
|
||||
Awakened: While wearing the Stormgirdle in its awakened state, you gain the following benefits:
|
||||
• Your Strength score becomes 23 if it isn't already 23 or higher.
|
||||
• Your Storm Avatar's lightning strike deals 4d6 lightning damage (instead of 3d6).
|
||||
• While transformed into a Storm Avatar, you gain a flying speed of 30 feet and can hover.
|
||||
Exalted: While wearing the Stormgirdle in its exalted state, you gain the following benefits:
|
||||
• Your Strength score becomes 25 if it isn't already 25 or higher.
|
||||
• Your Storm Avatar's lightning strike deals 5d6 lightning damage (instead of 3d6).
|
||||
• You can cast the control weather spell from the girdle. This property can't be used again until the next dawn.
|
||||
Source: Explorer's Guide to Wildemount p. 273</text>
|
||||
<roll>3d6</roll>
|
||||
<roll>4d6</roll>
|
||||
<roll>5d6</roll>
|
||||
</item>
|
||||
<item>
|
||||
<name>The Bloody End</name>
|
||||
<detail>martial Weapon, Melee Weapon</detail>
|
||||
<type>M</type>
|
||||
<weight>4</weight>
|
||||
<property></property>
|
||||
<dmg1>1d8</dmg1>
|
||||
<dmgType>P</dmgType>
|
||||
<text>Carrying the power of Bane, this adamantine morningstar sports foot-long spikes and has a jagged blade on its pommel.
|
||||
Sentience: The Bloody End is a sentient lawful evil weapon with an Intelligence of 22, a Wisdom of 18, and a Charisma of 24. It has hearing and darkvision out to a range of 120 feet.
|
||||
The weapon communicates telepathically with its wielder and can speak, read, and understand Common and Infernal.
|
||||
Personality: A tyrannical pit fiend named Izeelzee lives within The Bloody End. The weapon boisterously pushes its wielder to subjugate others and to never back down from a challenge. If the wielder doesn't demand fealty from others, the weapon is happy to demand it on their behalf.
|
||||
Dormant: The morningstar grants the following benefits in its dormant state:
|
||||
• You can speak, read, and write Infernal.
|
||||
• You gain a +1 bonus to attack and damage rolls made with this magic weapon.
|
||||
• While holding the morningstar, you can use an action to cast one of the following spells from it (save DC 13): charm person, dominate person, or fear. Once a spell has been cast using the morningstar, that spell can't be cast from it again until the next dawn.
|
||||
• While holding the morningstar, you have advantage on Charisma (Intimidation) checks.
|
||||
Awakened: When the morningstar reaches an awakened state, it gains the following properties:
|
||||
• The weapon's bonus to attack and damage rolls increases to +2.
|
||||
• The saving throw DC for spells cast from the morningstar increases to 15.
|
||||
• When you reduce a creature to 0 hit points with an attack using The Bloody End, you can cause the following effect: each creature of your choice within 15 feet of you must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of your next turn. This property can't be used again until the next dawn.
|
||||
• When a creature hits you with a melee attack, you can use your reaction to deal 1d6 psychic damage to the attacker.
|
||||
Exalted: When the morningstar reaches an exalted state, it gains the following properties:
|
||||
• The weapon's bonus to attack and damage rolls increases to +3.
|
||||
• Add dominate monster to the list of spells that can be cast from the morningstar.
|
||||
• The saving throw DC for spells cast from the morningstar, as well as for creatures to avoid being frightened by it, increases to 17.
|
||||
• When you use your reaction to deal psychic damage to a creature that hits you with a melee attack, the amount of psychic damage increases to 2d6.
|
||||
Betrayer Artifact Properties: The Arms of the Betrayers advance in power in the same manner as the Vestiges of Divergence. In its dormant state, each of these artifacts has one minor beneficial property and one minor detrimental property. When the artifact attains an awakened state, it gains an additional minor beneficial property and an additional minor detrimental property. When the item reaches its exalted state, it gains a major beneficial property. See "Artifact Properties" in chapter 7 of the Dungeon Master's Guide for more information.
|
||||
Source: Explorer's Guide to Wildemount p. 278</text>
|
||||
<roll>1d6</roll>
|
||||
<roll>2d6</roll>
|
||||
</item>
|
||||
<item>
|
||||
<name>Theki Root</name>
|
||||
<detail></detail>
|
||||
<type>P</type>
|
||||
<weight></weight>
|
||||
<value>3.0</value>
|
||||
<property></property>
|
||||
<text>This thick marsh root tastes bitter but is thought to aid digestive health. When you use an action to consume a dose, you gain advantage on saving throws against the effects of poisonous or toxic substances for 8 hours.
|
||||
Source: Explorer's Guide to Wildemount p. 70</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Verminshroud</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>This patchy cloak was pieced together from the pelts of rats found feasting on the dead in Blightshore and is dotted with the bloated corpses of magically preserved insects along its seams.
|
||||
Dormant: While wearing the Verminshroud in its dormant state, you gain the following benefits:
|
||||
• You have advantage on Wisdom (Perception) checks that rely on smell, you are immune to disease, and you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the cloak increases the range of your darkvision by 60 feet.
|
||||
• As an action, you can use the Verminshroud to cast polymorph on yourself, transforming into a giant rat or rat while retaining your Intelligence, Wisdom, and Charisma scores, as well as the properties of the cloak. This property can't be used again until the next dawn.
|
||||
Awakened: While wearing the Verminshroud in its awakened state, you gain the following benefits:
|
||||
• You have resistance to poison damage.
|
||||
• You can use an action to cast the insect plague spell (save DC 15) from the Verminshroud, requiring no material components. This property can't be used again until the next dawn.
|
||||
• When you cast the polymorph spell using the Verminshroud, you can transform into a giant wasp.
|
||||
Exalted: While wearing the Verminshroud in its exalted state, you gain the following benefits:
|
||||
• You gain a climbing speed equal to your walking speed.
|
||||
• Your teeth become razor-sharp natural 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. You can make this attack as a bonus action. When you bite a creature and deal damage to it, the creature must succeed on a DC 17 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the condition on itself on a success.
|
||||
• When you cast the polymorph spell using the Verminshroud, you can transform into a giant scorpion.
|
||||
Source: Explorer's Guide to Wildemount p. 273</text>
|
||||
<roll>1d6</roll>
|
||||
</item>
|
||||
<item>
|
||||
<name>Vox Seeker</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>This clockwork device resembles a metal crab the size of a dinner plate. Every action used to wind up the device allows it to operate for 1 minute, to a maximum of 10 minutes. While operational, the item uses the accompanying Vox Seeker stat block. This automaton is under the DM's control. A vox seeker reduced to 0 hit points is destroyed.
|
||||
Source: Explorer's Guide to Wildemount p. 270</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Will of the Talon</name>
|
||||
<detail>martial Weapon, Melee Weapon</detail>
|
||||
<type>M</type>
|
||||
<weight>2</weight>
|
||||
<property></property>
|
||||
<dmg1>1d8</dmg1>
|
||||
<dmgType>P</dmgType>
|
||||
<text>Black, blue, green, red, and white gems carved in the form of dragon heads cover this ostentatious gold war pick, marking it as a weapon channeling the power of Tiamat.
|
||||
Sentience: Will of the Talon is a sentient lawful evil weapon with an Intelligence of 14, a Wisdom of 15, and a Charisma of 19. It has hearing and darkvision out to a range of 120 feet.
|
||||
The weapon communicates telepathically with its wielder and can speak, read, and understand Common, Draconic, and Infernal.
|
||||
Personality: A short-tempered bone devil named Ashtyrlon lives within Will of the Talon. The weapon is greedy and values strong leadership. It demands that its wielder take decisive action to keep order in high-pressure situations—and to always take a fair share of treasure in return.
|
||||
Dormant: The war pick grants the following benefits in its dormant state:
|
||||
• You can speak, read, and write Draconic and Infernal.
|
||||
• You gain a +1 bonus to attack and damage rolls made with this magic weapon.
|
||||
• As a bonus action while holding the war pick, you can cause the following effect: each creature of your choice that is within 30 feet of you and is aware of you must succeed on a DC 13 Wisdom saving throw or become frightened of you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to your Frightful Presence for the next 24 hours. This property can't be used again until the next dawn.
|
||||
• While holding the war pick, you can use your action to exhale destructive energy. Pick a damage type from the Will of the Talon Breath Weapons table. Each creature in the area of the exhalation must make a DC 13 saving throw, the type of which is specified in the table. A creature takes 3d6 damage on a failed save, or half as much damage on a successful one.
|
||||
When you use the war pick to unleash a breath weapon of a specific damage type, you can't choose that same damage type again until the next dawn.
|
||||
Will of the Talon Breath Weapons
|
||||
Damage Type | Area | Saving Throw
|
||||
Acid | 5 ft. wide, 30 ft. long line | Dexterity
|
||||
Cold | 15 ft. cone | Constitution
|
||||
Fire | 15 ft. cone | Dexterity
|
||||
Lightning | 5 ft. wide, 30 ft. long line | Dexterity
|
||||
Poison | 15 ft. cone | Constitution
|
||||
Awakened: When the war pick reaches an awakened state, it gains the following properties:
|
||||
• The weapon's bonus to attack and damage rolls increases to +2.
|
||||
• The saving throw DC for the war pick's Breath Weapon property increases to 15, and that property deals 4d6 damage on a failed save, or half as much damage on a successful one.
|
||||
• The saving throw DC for the war pick's Frightful Presence property increases to 15.
|
||||
• While carrying the weapon, you have resistance to acid, cold, fire, lightning, and poison damage.
|
||||
Exalted: When the war pick reaches an exalted state, it gains the following properties:
|
||||
• The weapon's bonus to attack and damage rolls increases to +3.
|
||||
• The saving throw DC for the war pick's Breath Weapon property increases to 17, and that property deals 5d6 damage on a failed save, or half as much damage on a successful one.
|
||||
• The saving throw DC for the war pick's Frightful Presence property increases to 17.
|
||||
Betrayer Artifact Properties: The Arms of the Betrayers advance in power in the same manner as the Vestiges of Divergence. In its dormant state, each of these artifacts has one minor beneficial property and one minor detrimental property. When the artifact attains an awakened state, it gains an additional minor beneficial property and an additional minor detrimental property. When the item reaches its exalted state, it gains a major beneficial property. See "Artifact Properties" in chapter 7 of the Dungeon Master's Guide for more information.
|
||||
Source: Explorer's Guide to Wildemount p. 279</text>
|
||||
<roll>3d6</roll>
|
||||
<roll>4d6</roll>
|
||||
<roll>5d6</roll>
|
||||
</item>
|
||||
<item>
|
||||
<name>Willowshade Oil</name>
|
||||
<detail></detail>
|
||||
<type>P</type>
|
||||
<weight></weight>
|
||||
<value>30.0</value>
|
||||
<property></property>
|
||||
<text>A dark blue oil can be extracted from the rare fruit of the willowshade plant. A creature can use its action to apply the oil to another creature that has been petrified for less than 1 minute, causing the petrified condition on that creature to end at the start of what would be that creature's next turn.
|
||||
Source: Explorer's Guide to Wildemount p. 70</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Wreath of the Prism</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>This loop of golden thorns is inset with dozens of gems representing the five colors of Tiamat.
|
||||
Dormant: While wearing the wreath in its dormant state, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the wreath increases the range of your darkvision by 60 feet.
|
||||
When you hit a beast, dragon, or monstrosity of challenge rating 5 or lower with an attack, or when you grapple it, you can use the wreath to cast dominate monster on the creature (save DC 13). On a successful save, the target is immune to the power of the wreath for 24 hours. On a failure, a shimmering, golden image of the wreath appears as a collar around the target's neck or as a crown on its head (your choice) until it is no longer charmed by the spell. If you use the wreath to charm a second creature, the first spell immediately ends. When the spell ends, the target knows it was charmed by you.
|
||||
Awakened: Once the Wreath of the Prism reaches an awakened state, it gains the following benefits:
|
||||
• You can affect creatures of challenge rating 10 or lower with the wreath.
|
||||
• The save DC of the wreath's spell increases to 15.
|
||||
Exalted: Once the Wreath of the Prism reaches an exalted state, it gains the following benefits:
|
||||
• You can affect creatures of challenge rating 15 or lower with the wreath.
|
||||
• The save DC of the wreath's spell increases to 17.
|
||||
Source: Explorer's Guide to Wildemount p. 274</text>
|
||||
</item>
|
||||
</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>
|
||||
30
FightClub5eXML/Sources/ExplorersGuideToWildemount/spells-egw.xml
Executable file → Normal file
30
FightClub5eXML/Sources/ExplorersGuideToWildemount/spells-egw.xml
Executable file → Normal file
@@ -2,6 +2,7 @@
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<spell>
|
||||
<name>Dark Star</name>
|
||||
<classes>Wizard (Graviturgy)</classes>
|
||||
<level>8</level>
|
||||
<school>EV</school>
|
||||
<ritual>NO</ritual>
|
||||
@@ -9,7 +10,6 @@
|
||||
<range>150 feet</range>
|
||||
<components>V, S, M (a shard of onyx and a drop of the caster's blood, both of which the spell consumes)</components>
|
||||
<duration>Concentration, up to 1 minute</duration>
|
||||
<classes>Wizard (Graviturgy)</classes>
|
||||
<text>This spell creates a sphere centered on a point you choose within range. The sphere can have a radius of up to 40 feet. The area within this sphere is filled with magical darkness and crushing gravitational force.
|
||||
For the duration, the spell's area is difficult terrain. A creature with darkvision can't see through the magical darkness, and nonmagical light can't illuminate it. No sound can be created within or pass through the area. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.
|
||||
Any creature that enters the spell's area for the first time on a turn or starts its turn there must make a Constitution saving throw. The creature takes 8d10 force damage on a failed save, or half as much damage on a successful one. A creature reduced to 0 hit points by this damage is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust.
|
||||
@@ -18,6 +18,7 @@ Source: Explorer's Guide to Wildemount p. 186</text>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Fortune's Favor</name>
|
||||
<classes>Wizard (Chronurgy), Wizard (Graviturgy)</classes>
|
||||
<level>2</level>
|
||||
<school>D</school>
|
||||
<ritual>NO</ritual>
|
||||
@@ -25,7 +26,6 @@ Source: Explorer's Guide to Wildemount p. 186</text>
|
||||
<range>Touch</range>
|
||||
<components>V, S, M (a white pearl worth at least 100 gp, which the spell consumes)</components>
|
||||
<duration>1 hour</duration>
|
||||
<classes>Wizard (Chronurgy), Wizard (Graviturgy)</classes>
|
||||
<text>You impart latent luck to yourself or one willing creature you can see within range. When the chosen creature makes an attack roll, an ability check, or a saving throw before the spell ends, it can dismiss this spell on itself to roll an additional d20 and choose which of the d20s to use. Alternatively, when an attack roll is made against the chosen creature, it can dismiss this spell on itself to roll a d20 and choose which of the d20s to use, the one it rolled or the one the attacker rolled.
|
||||
If the original d20 roll has advantage or disadvantage, the creature rolls the additional d20 after advantage or disadvantage has been applied to the original roll.
|
||||
At Higher Levels:
|
||||
@@ -34,6 +34,7 @@ Source: Explorer's Guide to Wildemount p. 186</text>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Gift of Alacrity</name>
|
||||
<classes>Wizard (Chronurgy)</classes>
|
||||
<level>1</level>
|
||||
<school>D</school>
|
||||
<ritual>NO</ritual>
|
||||
@@ -41,13 +42,13 @@ Source: Explorer's Guide to Wildemount p. 186</text>
|
||||
<range>Touch</range>
|
||||
<components>V, S</components>
|
||||
<duration>8 hours</duration>
|
||||
<classes>Wizard (Chronurgy)</classes>
|
||||
<text>You touch a willing creature. For the duration, the target can add 1d8 to its initiative rolls.
|
||||
Source: Explorer's Guide to Wildemount p. 186</text>
|
||||
<roll>1d8</roll>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Gravity Fissure</name>
|
||||
<classes>Wizard (Graviturgy)</classes>
|
||||
<level>6</level>
|
||||
<school>EV</school>
|
||||
<ritual>NO</ritual>
|
||||
@@ -55,7 +56,6 @@ Source: Explorer's Guide to Wildemount p. 186</text>
|
||||
<range>Self (100-foot line)</range>
|
||||
<components>V, S, M (a fistful of iron filings)</components>
|
||||
<duration>Instantaneous</duration>
|
||||
<classes>Wizard (Graviturgy)</classes>
|
||||
<text>You manifest a ravine of gravitational energy in a line originating from you that is 100 feet long and 5 feet wide. Each creature in that line must make a Constitution saving throw, taking 8d8 force damage on a failed save, or half as much damage on a successful one.
|
||||
Each creature within 10 feet of the line but not in it must succeed on a Constitution saving throw or take 8d8 force damage and be pulled toward the line until the creature is in its area.
|
||||
At Higher Levels:
|
||||
@@ -68,6 +68,7 @@ Source: Explorer's Guide to Wildemount p. 187</text>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Gravity Sinkhole</name>
|
||||
<classes>Wizard (Graviturgy)</classes>
|
||||
<level>4</level>
|
||||
<school>EV</school>
|
||||
<ritual>NO</ritual>
|
||||
@@ -75,7 +76,6 @@ Source: Explorer's Guide to Wildemount p. 187</text>
|
||||
<range>120 feet</range>
|
||||
<components>V, S, M (a black marble)</components>
|
||||
<duration>Instantaneous</duration>
|
||||
<classes>Wizard (Graviturgy)</classes>
|
||||
<text>A 20-foot-radius sphere of crushing force forms at a point you can see within range and tugs at the creatures there. Each creature in the sphere must make a Constitution saving throw. On a failed save, the creature takes 5d10 force damage and is pulled in a straight line toward the center of the sphere, ending in an unoccupied space as close to the center as possible (even if that space is in the air). On a successful save, the creature takes half as much damage and isn't pulled.
|
||||
At Higher Levels:
|
||||
When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.
|
||||
@@ -89,6 +89,7 @@ Source: Explorer's Guide to Wildemount p. 187</text>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Immovable Object</name>
|
||||
<classes>Wizard (Graviturgy)</classes>
|
||||
<level>2</level>
|
||||
<school>T</school>
|
||||
<ritual>NO</ritual>
|
||||
@@ -96,7 +97,6 @@ Source: Explorer's Guide to Wildemount p. 187</text>
|
||||
<range>Touch</range>
|
||||
<components>V, S, M (gold dust worth at least 25 gp, which the spell consumes)</components>
|
||||
<duration>1 hour</duration>
|
||||
<classes>Wizard (Graviturgy)</classes>
|
||||
<text>You touch an object that weighs no more than 10 pounds and cause it to become magically fixed in place. You and the creatures you designate when you cast this spell can move the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute.
|
||||
If the object is fixed in the air, it can hold up to 4,000 pounds of weight. More weight causes the object to fall. Otherwise, a creature can use an action to make a Strength check against your spell save DC. On a success, the creature can move the object up to 10 feet.
|
||||
At Higher Levels:
|
||||
@@ -105,6 +105,7 @@ Source: Explorer's Guide to Wildemount p. 187</text>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Magnify Gravity</name>
|
||||
<classes>Wizard (Graviturgy)</classes>
|
||||
<level>1</level>
|
||||
<school>T</school>
|
||||
<ritual>NO</ritual>
|
||||
@@ -112,7 +113,6 @@ Source: Explorer's Guide to Wildemount p. 187</text>
|
||||
<range>60 feet</range>
|
||||
<components>V, S</components>
|
||||
<duration>1 round</duration>
|
||||
<classes>Wizard (Graviturgy)</classes>
|
||||
<text>The gravity in a 10-foot-radius sphere centered on a point you can see within range increases for a moment. Each creature in the sphere on the turn when you cast the spell must make a Constitution saving throw. On a failed save, a creature takes 2d8 force damage, and its speed is halved until the end of its next turn. On a successful save, a creature takes half as much damage and suffers no reduction to its speed.
|
||||
Until the start of your next turn, any object that isn't being worn or carried in the sphere requires a successful Strength check against your spell save DC to pick up or move.
|
||||
At Higher Levels:
|
||||
@@ -130,6 +130,7 @@ Source: Explorer's Guide to Wildemount p. 188</text>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Pulse Wave</name>
|
||||
<classes>Wizard (Chronurgy), Wizard (Graviturgy)</classes>
|
||||
<level>3</level>
|
||||
<school>EV</school>
|
||||
<ritual>NO</ritual>
|
||||
@@ -137,7 +138,6 @@ Source: Explorer's Guide to Wildemount p. 188</text>
|
||||
<range>Self (30-foot cone)</range>
|
||||
<components>V, S</components>
|
||||
<duration>Instantaneous</duration>
|
||||
<classes>Wizard (Chronurgy), Wizard (Graviturgy)</classes>
|
||||
<text>You create intense pressure, unleash it in a 30-foot cone, and decide whether the pressure pulls or pushes creatures and objects. Each creature in that cone must make a Constitution saving throw. A creature takes 6d6 force damage on a failed save, or half as much damage on a successful one. And every creature that fails the save is either pulled 15 feet toward you or pushed 15 feet away from you, depending on the choice you made for the spell.
|
||||
In addition, unsecured objects that are completely within the cone are likewise pulled or pushed 15 feet.
|
||||
At Higher Levels:
|
||||
@@ -148,6 +148,7 @@ Source: Explorer's Guide to Wildemount p. 188</text>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Ravenous Void</name>
|
||||
<classes>Wizard (Graviturgy)</classes>
|
||||
<level>9</level>
|
||||
<school>EV</school>
|
||||
<ritual>NO</ritual>
|
||||
@@ -155,7 +156,6 @@ Source: Explorer's Guide to Wildemount p. 188</text>
|
||||
<range>1000 feet</range>
|
||||
<components>V, S, M (a small, nine-pointed star made of iron)</components>
|
||||
<duration>Concentration, up to 1 minute</duration>
|
||||
<classes>Wizard (Graviturgy)</classes>
|
||||
<text>You create a 20-foot-radius sphere of destructive gravitational force centered on a point you can see within range. For the spell's duration, the sphere and any space within 100 feet of it are difficult terrain, and nonmagical objects fully inside the sphere are destroyed if they aren't being worn or carried.
|
||||
When the sphere appears and at the start of each of your turns until the spell ends, unsecured objects within 100 feet of the sphere are pulled toward the sphere's center, ending in an unoccupied space as close to the center as possible.
|
||||
A creature that starts its turn within 100 feet of the sphere must succeed on a Strength saving throw or be pulled straight toward the sphere's center, ending in an unoccupied space as close to the center as possible. A creature that enters the sphere for the first time on a turn or starts its turn there takes 5d10 force damage and is restrained until it is no longer in the sphere. If the sphere is in the air, the restrained creature hovers inside the sphere. A creature can use its action to make a Strength check against your spell save DC, ending this restrained condition on itself or another creature in the sphere that it can reach. A creature reduced to 0 hit points by this spell is annihilated, along with any nonmagical items it is wearing or carrying.
|
||||
@@ -164,6 +164,7 @@ Source: Explorer's Guide to Wildemount p. 188</text>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Reality Break</name>
|
||||
<classes>Wizard (Chronurgy)</classes>
|
||||
<level>8</level>
|
||||
<school>C</school>
|
||||
<ritual>NO</ritual>
|
||||
@@ -171,7 +172,6 @@ Source: Explorer's Guide to Wildemount p. 188</text>
|
||||
<range>60 feet</range>
|
||||
<components>V, S, M (a crystal prism)</components>
|
||||
<duration>Concentration, up to 1 minute</duration>
|
||||
<classes>Wizard (Chronurgy)</classes>
|
||||
<text>You shatter the barriers between realities and timelines, thrusting a creature into turmoil and madness. The target must succeed on a Wisdom saving throw, or it can't take reactions until the spell ends. The affected target must also roll a d10 at the start of each of its turns; the number rolled determines what happens to the target, as shown on the Reality Break Effects table.
|
||||
At the end of each of its turns, the affected target can repeat the Wisdom saving throw, ending the spell on itself on a success.
|
||||
Reality Break Effects
|
||||
@@ -187,6 +187,7 @@ Source: Explorer's Guide to Wildemount p. 189</text>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Sapping Sting</name>
|
||||
<classes>Wizard (Chronurgy), Wizard (Graviturgy)</classes>
|
||||
<level>0</level>
|
||||
<school>N</school>
|
||||
<ritual>NO</ritual>
|
||||
@@ -194,7 +195,6 @@ Source: Explorer's Guide to Wildemount p. 189</text>
|
||||
<range>30 feet</range>
|
||||
<components>V, S</components>
|
||||
<duration>Instantaneous</duration>
|
||||
<classes>Wizard (Chronurgy), Wizard (Graviturgy)</classes>
|
||||
<text>You sap the vitality of one creature you can see in range. The target must succeed on a Constitution saving throw or take 1d4 necrotic damage and fall prone.
|
||||
This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
|
||||
Source: Explorer's Guide to Wildemount p. 189</text>
|
||||
@@ -205,6 +205,7 @@ Source: Explorer's Guide to Wildemount p. 189</text>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Temporal Shunt</name>
|
||||
<classes>Wizard (Chronurgy)</classes>
|
||||
<level>5</level>
|
||||
<school>T</school>
|
||||
<ritual>NO</ritual>
|
||||
@@ -212,7 +213,6 @@ Source: Explorer's Guide to Wildemount p. 189</text>
|
||||
<range>120 feet</range>
|
||||
<components>V, S</components>
|
||||
<duration>1 round</duration>
|
||||
<classes>Wizard (Chronurgy)</classes>
|
||||
<text>You target the triggering creature, which must succeed on a Wisdom saving throw or vanish, being thrown to another point in time and causing the attack to miss or the spell to be wasted. At the start of its next turn, the target reappears where it was or in the closest unoccupied space. The target doesn't remember you casting the spell or being affected by it.
|
||||
At Higher Levels:
|
||||
When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. All targets must be within 30 feet of each other.
|
||||
@@ -220,6 +220,7 @@ Source: Explorer's Guide to Wildemount p. 189</text>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Tether Essence</name>
|
||||
<classes>Wizard (Chronurgy), Wizard (Graviturgy)</classes>
|
||||
<level>7</level>
|
||||
<school>N</school>
|
||||
<ritual>NO</ritual>
|
||||
@@ -227,12 +228,12 @@ Source: Explorer's Guide to Wildemount p. 189</text>
|
||||
<range>60 feet</range>
|
||||
<components>V, S, M (a spool of platinum cord worth at least 250 gp, which the spell consumes)</components>
|
||||
<duration>Concentration, up to 1 hour</duration>
|
||||
<classes>Wizard (Chronurgy), Wizard (Graviturgy)</classes>
|
||||
<text>Two creatures you can see within range must make a Constitution saving throw, with disadvantage if they are within 30 feet of each other. Either creature can willingly fail the save. If either save succeeds, the spell has no effect. If both saves fail, the creatures are magically linked for the duration, regardless of the distance between them. When damage is dealt to one of them, the same damage is dealt to the other one. If hit points are restored to one of them, the same number of hit points are restored to the other one. If either of the tethered creatures is reduced to 0 hit points, the spell ends on both. If the spell ends on one creature, it ends on both.
|
||||
Source: Explorer's Guide to Wildemount p. 189</text>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Time Ravage</name>
|
||||
<classes>Wizard (Chronurgy)</classes>
|
||||
<level>9</level>
|
||||
<school>N</school>
|
||||
<ritual>NO</ritual>
|
||||
@@ -240,13 +241,13 @@ Source: Explorer's Guide to Wildemount p. 189</text>
|
||||
<range>90 feet</range>
|
||||
<components>V, S, M (an hourglass filled with diamond dust worth at least 5,000 gp, which the spell consumes)</components>
|
||||
<duration>Instantaneous</duration>
|
||||
<classes>Wizard (Chronurgy)</classes>
|
||||
<text>You target a creature you can see within range, putting its physical form through the devastation of rapid aging. The target must make a Constitution saving throw, taking 10d12 necrotic damage on a failed save, or half as much damage on a successful one. If the save fails, the target also ages to the point where it has only 30 days left before it dies of old age. In this aged state, the target has disadvantage on attack rolls, ability checks, and saving throws, and its walking speed is halved. Only the wish spell or the greater restoration cast with a 9th-level spell slot can end these effects and restore the target to its previous age.
|
||||
Source: Explorer's Guide to Wildemount p. 189</text>
|
||||
<roll>10d12</roll>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Wristpocket</name>
|
||||
<classes>Wizard (Chronurgy), Wizard (Graviturgy)</classes>
|
||||
<level>2</level>
|
||||
<school>C</school>
|
||||
<ritual>YES</ritual>
|
||||
@@ -254,7 +255,6 @@ Source: Explorer's Guide to Wildemount p. 189</text>
|
||||
<range>Self</range>
|
||||
<components>S</components>
|
||||
<duration>Concentration, up to 1 hour</duration>
|
||||
<classes>Wizard (Chronurgy), Wizard (Graviturgy)</classes>
|
||||
<text>You flick your wrist, causing one object in your hand to vanish. The object, which only you can be holding and can weigh no more than 5 pounds, is transported to an extradimensional space, where it remains for the duration.
|
||||
Until the spell ends, you can use your action to summon the object to your free hand, and you can use your action to return the object to the extradimensional space. An object still in the pocket plane when the spell ends appears in your space, at your feet.
|
||||
Source: Explorer's Guide to Wildemount p. 190</text>
|
||||
|
||||
@@ -0,0 +1,48 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<monster>
|
||||
<name>Stahlmaster</name>
|
||||
<size>L</size>
|
||||
<type>CREATURE</type>
|
||||
<alignment>Unaligned</alignment>
|
||||
<ac>16 (natural armor)</ac>
|
||||
<hp>67 (9d10+18)</hp>
|
||||
<speed>walk 30 ft.</speed>
|
||||
<str>18</str>
|
||||
<dex>10</dex>
|
||||
<con>14</con>
|
||||
<int>0</int>
|
||||
<wis>0</wis>
|
||||
<cha>0</cha>
|
||||
<save></save>
|
||||
<skill></skill>
|
||||
<languages></languages>
|
||||
<cr></cr>
|
||||
<resist></resist>
|
||||
<immune>poison, psychic</immune>
|
||||
<vulnerable></vulnerable>
|
||||
<conditionImmune>blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, unconscious</conditionImmune>
|
||||
<senses></senses>
|
||||
<trait>
|
||||
<name>Pilot</name>
|
||||
<text>The Stahlmaster requires a Medium humanoid to pilot it. While inside the Stahlmaster, the pilot uses the vehicle's speed and action options and can't take reactions or use bonus actions, and the pilot has total cover. If the Stahlmaster drops to 0 hit points, the pilot is ejected from it and lands prone in an unoccupied space within 5 feet of the vehicle.</text>
|
||||
</trait>
|
||||
<action>
|
||||
<name>Multiattack</name>
|
||||
<text>The Stahlmaster makes two melee attacks, or one melee attack and one ranged attack.</text>
|
||||
</action>
|
||||
<action>
|
||||
<name>Slam</name>
|
||||
<text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 9 (1d10 + 4) bludgeoning damage.</text>
|
||||
<attack>Slam|+6|1d10+4</attack>
|
||||
</action>
|
||||
<action>
|
||||
<name>Shoulder-Mounted Crossbow</name>
|
||||
<text>Ranged Weapon Attack: +2 to hit, range 30/120 ft., one target. 6 (1d12) piercing damage.</text>
|
||||
<attack>Shoulder-Mounted Crossbow|+2|1d12</attack>
|
||||
</action>
|
||||
<description>
|
||||
Source: Wildemount: Dangerous Designs p. 235</description>
|
||||
<environment></environment>
|
||||
</monster>
|
||||
</compendium>
|
||||
297
FightClub5eXML/Sources/GhostsOfSaltmarsh/backgrounds-gos.xml
Normal file
297
FightClub5eXML/Sources/GhostsOfSaltmarsh/backgrounds-gos.xml
Normal file
@@ -0,0 +1,297 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<background>
|
||||
<name>Fisher</name>
|
||||
<proficiency>History, Survival</proficiency>
|
||||
<trait>
|
||||
<name>Description</name>
|
||||
<text>You have spent your life aboard fishing vessels or combing the shallows for the bounty of the ocean. Perhaps you were born into a family of fisher folk, working with your kin to feed your village. Maybe the job was a means to an end—a way out of an undesirable circumstance that forced you to take up life aboard a ship. Regardless of how you began, you soon fell in love with the sea, the art of fishing, and the promise of the eternal horizon.
|
||||
• Skill Proficiencies: History, Survival
|
||||
• Languages: One of your choice
|
||||
• Equipment: Fishing tackle, a net, a favorite fishing lure or oiled leather wading boots, a set of traveler's clothes, and a belt pouch containing 10 gp
|
||||
Source: Ghosts of Saltmarsh p. 29</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Feature: Harvest the Water</name>
|
||||
<text>You gain advantage on ability checks made using fishing tackle. If you have access to a body of water that sustains marine life, you can maintain a moderate lifestyle while working as a fisher, and you can catch enough food to feed yourself and up to ten other people each day.
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Fishing Tale</name>
|
||||
<text>You can tell a compelling tale, whether tall or true, to impress and entertain others. Once a day, you can tell your story to willing listeners. At the DM's discretion, a number of those listeners become friendly toward you; this is not a magical effect, and continued amicability on their part depends on your actions. You can roll on the following table to help determine the theme of your tale or choose one that best fits your character. Alternatively, work with your DM to create your own fishing tale.
|
||||
d8 | Tale
|
||||
1 | Lobster Wrestling. You fought in hand-to-hand combat with an immense lobster.
|
||||
2 | It Dragged the Boat. You nearly caught a fish of monstrous size that pulled your boat for miles.
|
||||
3 | Fins of Pure Gold. You caught a sea animal whose fins were made of pure gold, but another fisher stole it.
|
||||
4 | Ghost Fish. You are haunted by a ghostly fish that only you can see.
|
||||
5 | Nemesis Clam. A large clam containing a pearl the size of your head claimed one of your fingers before jetting away; one day, you'll find that clam.
|
||||
6 | It Swallowed the Sun. You once saw a fish leap from the water and turn day into night.
|
||||
7 | Dive into the Abyss. You found yourself in an underwater cave leading to the Abyss, and your luck has been sour ever since.
|
||||
8 | Love Story. You fell in love with a creature of pure water, but your brief romance ended tragically.
|
||||
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Suggested Characteristics</name>
|
||||
<text>Fishers succeed only if they spend time at their jobs. As such, most fishers have a strong work ethic, and they admire others who earn their living honestly. Fishers tend to be superstitious, forming attachments to particular fishing lures or special fishing spots. They have a connection to the bodies of water in which they fish, and they think poorly of those whose actions adversely affect their livelihood.
|
||||
Fisher Personality Traits
|
||||
d8 | Personality Trait
|
||||
1 | I am unmoved by the wrath of nature.
|
||||
2 | My friends are my crew; we sink or float together.
|
||||
3 | I need long stretches of quiet to clear my head.
|
||||
4 | Rich folk don't know the satisfaction of hard work.
|
||||
5 | I laugh heartily, feel deeply, and fear nothing.
|
||||
6 | I work hard; nature offers no handouts.
|
||||
7 | I dislike bargaining; state your price and mean it.
|
||||
8 | Luck favors me, and I take risks others might not.
|
||||
|
||||
Fisher Ideals
|
||||
d6 | Ideal
|
||||
1 | Camaraderie. Good people make even the longest voyage bearable. (Good)
|
||||
2 | Luck. Our luck depends on respecting its rules—now throw this salt over your shoulder. (Lawful)
|
||||
3 | Daring. The richest bounty goes to those who risk everything. (Chaotic)
|
||||
4 | Plunder. Take all that you can and leave nothing for the scavengers. (Evil)
|
||||
5 | Balance. Do not fish the same spot twice in a row; suppress your greed, and nature will reward you. (Neutral)
|
||||
6 | Hard Work. No wave can move a soul hard at work. (Any)
|
||||
|
||||
Fisher Bonds
|
||||
d6 | Bond
|
||||
1 | I lost something important in the deep sea, and I intend to find it.
|
||||
2 | Someone else's greed destroyed my livelihood, and I will be compensated.
|
||||
3 | I will fish the many famous waters of this land.
|
||||
4 | The gods saved me during a terrible storm, and I will honor their gift.
|
||||
5 | My destiny awaits me at the bottom of a particular pond in the Feywild.
|
||||
6 | I must repay my village's debt.
|
||||
|
||||
Fisher Flaws
|
||||
d6 | Flaw
|
||||
1 | I am judgmental, especially of those I deem homebodies or otherwise lazy.
|
||||
2 | I become depressed and anxious if I'm away from the sea too long.
|
||||
3 | I have lived a hard life and find it difficult to empathize with others.
|
||||
4 | I am inclined to tell long-winded stories at inopportune times.
|
||||
5 | I work hard, but I play harder.
|
||||
6 | I am obsessed with catching an elusive aquatic beast, often to the detriment of other pursuits.
|
||||
|
||||
</text>
|
||||
</trait>
|
||||
</background>
|
||||
<background>
|
||||
<name>Marine</name>
|
||||
<proficiency>Athletics, Survival</proficiency>
|
||||
<trait>
|
||||
<name>Description</name>
|
||||
<text>You were trained for battle on sandy beaches and rocky shores. You have launched midnight raids from swift ships whose names evoke terror in the hearts of your adversaries. The water is your second home, the rain your shelter, and the crashing waves your battle cry.
|
||||
• Skill Proficiencies: Athletics, Survival
|
||||
• Tool Proficiencies: Vehicles (water, land)
|
||||
• Equipment: A dagger that belonged to a fallen comrade, a folded flag emblazoned with the symbol of your ship or company, a set of traveler's clothes, and a belt pouch containing 10 gp
|
||||
Source: Ghosts of Saltmarsh p. 31</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Feature: Steady</name>
|
||||
<text>You can move twice the normal amount of time (up to 16 hours) each day before being subject to the effect of a forced march (see "Travel Pace" in chapter 8 of the Player's Handbook). Additionally, you can automatically find a safe route to land a boat on shore, provided such a route exists.
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Hardship Endured</name>
|
||||
<text>Hardship in your past has forged you into an unstoppable living weapon. This hardship is essential to you and is at the heart of a personal philosophy or ethos that often guides your actions. You can roll on the following table to determine this hardship or choose one that best fits your character.
|
||||
d6 | Hardship
|
||||
1 | Nearly Drowned. You hid underwater to avoid detection by enemies and held your breath for an extremely long time. Just before you would have died, you had a revelation about your existence.
|
||||
2 | Captured. You spent months enduring thirst, starvation, and torture at the hands of your enemy, but you never broke.
|
||||
3 | Sacrifice. You enabled the escape of your fellow soldiers, but at great cost to yourself. Some of your past comrades may think you're dead.
|
||||
4 | Juggernaut. No reasonable explanation can explain how you survived a particular battle. Every arrow and bolt missed you. You slew scores of enemies single-handedly and led your comrades to victory.
|
||||
5 | Stowaway. For days, you hid in the bilge of an enemy ship, surviving on brackish water and foolhardy rats. At the right moment, you crept up to the deck and took over the ship on your own.
|
||||
6 | Leave None Behind. You carried an injured marine for miles to avoid capture and death.
|
||||
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Suggested Characteristics</name>
|
||||
<text>Marines are looked up to by other soldiers and respected by their superiors. They are veteran warriors who rarely lose composure on the battlefield. Marines who leave the service tend to work as mercenaries, but their combat experience also makes them excellent adventurers. Though they are self-reliant, marines tend to operate best in groups, valuing camaraderie and the companionship of like-minded individuals.
|
||||
Marine Personality Traits
|
||||
d8 | Personality Trait
|
||||
1 | I speak rarely but mean every word I say.
|
||||
2 | I laugh loudly and see the humor in stressful situations.
|
||||
3 | I prefer to solve problems without violence, but I finish fights decisively.
|
||||
4 | I enjoy being out in nature; poor weather never sours my mood.
|
||||
5 | I am dependable.
|
||||
6 | I am always working on some project or other.
|
||||
7 | I become cantankerous and quiet in the rain.
|
||||
8 | When the sea is within my sight, my mood is jovial and optimistic.
|
||||
|
||||
Marine Ideals
|
||||
d6 | Ideal
|
||||
1 | Teamwork. Success depends on cooperation and communication. (Good)
|
||||
2 | Code. The marines' code provides a solution for every problem, and following it is imperative. (Lawful)
|
||||
3 | Embracing. Life is messy. Throwing yourself into the worst of it is necessary to get the job done. (Chaotic)
|
||||
4 | Might. The strong train so that they might rule those who are weak. (Evil)
|
||||
5 | Bravery. To act when others quake in fear—this is the essence of the warrior. (Any)
|
||||
6 | Perseverance. No injury or obstacle can turn me from my goal. (Any)
|
||||
|
||||
Marine Bonds
|
||||
d6 | Bond
|
||||
1 | I face danger and evil to offset an unredeemable act in my past.
|
||||
2 | I. Will. Finish. The. Job.
|
||||
3 | I must set an example of hope for those who have given up.
|
||||
4 | I'm searching for a fellow marine captured by an elusive enemy.
|
||||
5 | Fear leads to tyranny, and both must be eradicated.
|
||||
6 | My commander betrayed my unit, and I will have revenge.
|
||||
|
||||
Marine Flaws
|
||||
d6 | Flaw
|
||||
1 | I grow combative and unpredictable when I drink.
|
||||
2 | I find civilian life difficult and struggle to say the right thing in social situations.
|
||||
3 | My intensity can drive others away.
|
||||
4 | I hold grudges and have difficulty forgiving others.
|
||||
5 | I become irrational when innocent people are hurt.
|
||||
6 | I sometimes stay up all night listening to the ghosts of my fallen enemies.
|
||||
|
||||
</text>
|
||||
</trait>
|
||||
</background>
|
||||
<background>
|
||||
<name>Shipwright</name>
|
||||
<proficiency>History, Perception</proficiency>
|
||||
<trait>
|
||||
<name>Description</name>
|
||||
<text>You have sailed into war on the decks of great ships, patching their hulls with soup bowls and prayers. You once helped build a fishing vessel that single-handedly saved a town from starvation. You have seen a majestic prow in your dreams that you have not been able to replicate in wood. Since childhood, you have loved the water and have been captivated by the many vessels that travel on it.
|
||||
• Skill Proficiencies: History, Perception
|
||||
• Tool Proficiencies: Carpenter's tools, Vehicles (water)
|
||||
• Equipment: A set of well-loved carpenter's tools, a blank book, Ink (1-ounce bottle), an ink pen, a set of traveler's clothes, and a leather pouch with 10 gp
|
||||
Source: Ghosts of Saltmarsh p. 33</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Feature: I'll Patch It!</name>
|
||||
<text>Provided you have carpenter's tools and wood, you can perform repairs on a water vehicle. When you use this ability, you restore a number of hit points to the hull of a water vehicle equal to 5 x your proficiency modifier. A vehicle cannot be patched by you in this way again until after it has been pulled ashore and fully repaired.
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Life at Sea</name>
|
||||
<text>Your life at sea and in port has shaped you; you can roll on the following table to determine its impact or choose an element that best fits your character.
|
||||
d6 | Sea's Influence
|
||||
1 | Grand Designs. You are working on plans and schematics for a new, very fast ship. You must examine as many different kinds of vessels as possible to help ensure the success of your design.
|
||||
2 | Solid and Sound. You patched up a war galley and prevented it from sinking. The local navy regards you as a friend.
|
||||
3 | Favored. You insisted on thicker planking for a merchant vessel's hull, which saved it from sinking when it smashed against a reef. You have a standing invitation to visit the merchant's distant mansion.
|
||||
4 | Master of Armaments. You specialized in designing and mounting defenses for the navy. You easily recognize and determine the quality of such items.
|
||||
5 | Low Places. You have contacts in the smuggling outfits along the coast; you occasionally repair the criminals' ships in exchange for coin and favors.
|
||||
6 | Mysteries of the Deep. You experienced an encounter with a possibly divine being while sailing alone. Work with your DM to determine the secret about the deep waters of the sea that this entity revealed to you.
|
||||
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Suggested Characteristics</name>
|
||||
<text>Shipwrights are resourceful carpenters and designers. They often have a dedicated spot at the local tavern, since shipwrights are invaluable to coastal communities. Some travel with naval fleets and might serve as officers if their temperament suits it. Shipwrights have an affinity for working with their hands and often perform feats of carpentry that others might deem miraculous.
|
||||
Shipwright Personality Traits
|
||||
d8 | Personality Trait
|
||||
1 | I love talking and being heard more than I like to listen.
|
||||
2 | I'm extremely fond of puzzles.
|
||||
3 | I thrive under pressure.
|
||||
4 | I love sketching and designing objects, especially boats.
|
||||
5 | I'm not afraid of hard work—in fact, I prefer it.
|
||||
6 | A pipe, an ale, and the smell of the sea: paradise.
|
||||
7 | I have an endless supply of cautionary tales related to the sea.
|
||||
8 | I don't mind getting my hands dirty.
|
||||
|
||||
Shipwright Ideals
|
||||
d6 | Ideal
|
||||
1 | Crew. If everyone on deck pitches in, we'll never sink. (Good)
|
||||
2 | Careful Lines. A ship must be balanced according to the laws of the universe. (Lawful)
|
||||
3 | Invention. Make what you need out of whatever is at hand. (Chaotic)
|
||||
4 | Perfection. To measure a being and find it lacking is the greatest disappointment. (Evil)
|
||||
5 | Reflection. Muddied water always clears in time. (Any)
|
||||
6 | Hope. The horizon at sea holds the greatest promise. (Any)
|
||||
|
||||
Shipwright Bonds
|
||||
d6 | Bond
|
||||
1 | I must visit all the oceans of the world and behold the ships that sail there.
|
||||
2 | Much of the treasure I claim will be used to enrich my community.
|
||||
3 | I must find a kind of wood rumored to possess magical qualities.
|
||||
4 | I repair broken things to redeem what's broken in myself.
|
||||
5 | I will craft a boat capable of sailing through the most dangerous of storms.
|
||||
6 | A kraken destroyed my masterpiece; its teeth shall adorn my hearth.
|
||||
|
||||
Shipwright Flaws
|
||||
d6 | Flaw
|
||||
1 | I don't know when to throw something away. You never know when it might be useful again.
|
||||
2 | I get frustrated to the point of distraction by shoddy craftsmanship.
|
||||
3 | Though I am an excellent crafter, my work tends to look as though it belongs on a ship.
|
||||
4 | I am so obsessed with sketching my ideas for elaborate inventions that I sometimes forget little thing like eating and sleeping.
|
||||
5 | I'm judgmental of those who are not skilled with tools of some kind.
|
||||
6 | I sometimes take things that don't belong to me, especially if they are very well made.
|
||||
|
||||
</text>
|
||||
</trait>
|
||||
</background>
|
||||
<background>
|
||||
<name>Smuggler</name>
|
||||
<proficiency>Athletics, Deception</proficiency>
|
||||
<trait>
|
||||
<name>Description</name>
|
||||
<text>On a rickety barge, you carried a hundred longswords in fish barrels right past the dock master's oblivious lackeys. You have paddled a riverboat filled with stolen elven wine under the gaze of the moon and sold it for twice its value in the morning. In your more charitable times, you have transported innocents out of war zones or helped guide herd animals to safety on the banks of a burning river.
|
||||
• Skill Proficiencies: Athletics, Deception
|
||||
• Tool Proficiencies: Vehicles (water)
|
||||
• Equipment: A fancy leather vest or a pair of leather boots, a set of common clothes, and a leather pouch with 15 gp
|
||||
Source: Ghosts of Saltmarsh p. 34</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Feature: Down Low</name>
|
||||
<text>You are acquainted with a network of smugglers who are willing to help you out of tight situations. While in a particular town, city, or other similarly sized community (DM's discretion), you and your companions can stay for free in safe houses. Safe houses provide a poor lifestyle. While staying at a safe house, you can choose to keep your presence (and that of your companions) a secret.
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Claim to Fame</name>
|
||||
<text>Every smuggler has that one tale that sets them apart from common criminals. By wits, sailing skill, or a silver tongue, you lived to tell the story—and you tell it often. You can roll on the following table to determine your claim or choose one that best fits your character.
|
||||
d6 | Accomplishment
|
||||
1 | Spirit of the Whale. You smuggled stolen dwarven spirits in the body of a dead whale being pulled behind a fishing boat. When you delivered the goods, the corpse suddenly exploded, sending whale meat and whiskey bottles for half a mile.
|
||||
2 | Cart and Sword. You drove a cart filled with stolen art through the middle of a battlefield while singing sea shanties to confuse the combatants.
|
||||
3 | The Recruit. You enlisted in another nation's navy for the purpose of smuggling stolen jewels to a distant port. You attained a minor rank before disappearing from the navy and making your way here.
|
||||
4 | River of Shadows. Your riverboat accidentally slipped through the veil into the Shadowfell for several hours. While you were there, you sold some stolen dragonborn artifacts before returning to this plane and paddling home.
|
||||
5 | Gold-Hearted. You agreed to transport a family escaping a war. The baby began to cry at a checkpoint, and you gave the guards all your gold to let you pass. The family never found out about this gesture.
|
||||
6 | Playing Both Sides. You once smuggled crates of crossbow bolts and bundles of arrows, each destined for an opposing side in a regional war, at the same time. The buyers arrived within moments of each other but did not discover your trickery.
|
||||
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Suggested Characteristics</name>
|
||||
<text>In general, smugglers value survival, and then profit, above other things. One could be a part of a larger organization, or might run a small smuggling vessel of their own. Smugglers live the lies they have told, and they have a natural ability to recall all the falsehoods and half-truths they have ever spouted.
|
||||
Smuggler Personality Traits
|
||||
d8 | Personality Trait
|
||||
1 | I love being on the water but hate fishing.
|
||||
2 | I think of everything in terms of monetary value.
|
||||
3 | I never stop smiling.
|
||||
4 | Nothing rattles me; I have a lie for every occasion.
|
||||
5 | I love gold but won't cheat a friend.
|
||||
6 | I enjoy doing things others believe to be impossible.
|
||||
7 | I become wistful when I see the sun rise over the ocean.
|
||||
8 | I am no common criminal; I am a mastermind.
|
||||
|
||||
Smuggler Ideals
|
||||
d6 | Ideal
|
||||
1 | Wealth Heaps of coins in a secure vault is all I dream of. (Any)
|
||||
2 | Smuggler's Code I uphold the unwritten rules of the smugglers, who do not cheat one another or directly harm innocents. (Lawful)
|
||||
3 | All for a Coin I'll do nearly anything if it means I turn a profit. (Evil)
|
||||
4 | Peace and Prosperity I smuggle only to achieve a greater goal that benefits my community. (Good)
|
||||
5 | People For all my many lies, I place a high value on friendship. (Any)
|
||||
6 | Daring I am most happy when risking everything. (Any)
|
||||
|
||||
Smuggler Bonds
|
||||
d6 | Bond
|
||||
1 | My vessel was stolen from me, and I burn with the desire to recover it.
|
||||
2 | I intend to become the leader of the network of smugglers that I belong to.
|
||||
3 | I owe a debt that cannot be repaid in gold.
|
||||
4 | After one last job, I will retire from the business.
|
||||
5 | I was tricked by a fellow smuggler who stole something precious from me. I will find that thief.
|
||||
6 | I give most of my profits to a charitable cause, and I don't like to brag about it.
|
||||
|
||||
Smuggler Flaws
|
||||
d6 | Flaw
|
||||
1 | Lying is reflexive, and I sometimes engage in it without realizing.
|
||||
2 | I tend to assess my relationships in terms of profit and loss.
|
||||
3 | I believe everyone has a price and am cynical toward those who present themselves as virtuous.
|
||||
4 | I struggle to trust the words of others.
|
||||
5 | Few people know the real me.
|
||||
6 | Though I act charming, I feel nothing for others and don't know what friendship is.
|
||||
|
||||
</text>
|
||||
</trait>
|
||||
</background>
|
||||
</compendium>
|
||||
65
FightClub5eXML/Sources/GhostsOfSaltmarsh/items-gos.xml
Normal file
65
FightClub5eXML/Sources/GhostsOfSaltmarsh/items-gos.xml
Normal file
@@ -0,0 +1,65 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<item>
|
||||
<name>Charm of Plant Command</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>This fist-sized charm is made from a bundle of dried plant stems wrapped in silver thread. Hung on a leather thong, it is typically worn around the neck or attached to a belt.
|
||||
This charm has 3 charges. While you bear the charm, you can expend 1 charge as an action to cast the speak with plants spell. For the duration of the spell, you also have advantage on Charisma checks made to influence the behavior, demeanor, and attitude of plants. The charm regains all expended charges at dawn each day.
|
||||
Source: Ghosts of Saltmarsh p. 229</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Cursed Luckstone</name>
|
||||
<detail>Wondrous item, Cursed item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>This flat, gray-and-black river stone is inscribed with an unknown arcane symbol and feels cool to the touch. While carrying the stone, you can gain advantage on one ability check of your choice. The stone can't be used this way again until the next dawn.
|
||||
Curse: This item is cursed. Attuning to it curses you until you are targeted by a remove curse spell or similar magic. As long as you remain cursed, you cannot discard the stone, which immediately teleports back into your pocket or pack. After you use the stone's magic, your next two ability checks are made with disadvantage.
|
||||
Source: Ghosts of Saltmarsh p. 229</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Helm of Underwater Action</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>While wearing this brass helmet, you can breathe underwater, you gain darkvision with a range of 60 feet, and you gain a swimming speed of 30 feet.
|
||||
Source: Ghosts of Saltmarsh p. 229, Infernal Machine Rebuild p. 94</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Pipe of Remembrance</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>This long, delicate wooden pipe features a bowl made from smooth river stone. When the pipe is lit, smoke exhaled from it does not dissipate, instead lingering around the bearer. After 10 minutes, the smoke forms moving shapes that reenact the bearer's most impressive and heroic achievements for 5 minutes. When this realistic performance is complete, the smoke dissipates. The pipe can't be used this way again until the next dawn.
|
||||
Source: Ghosts of Saltmarsh p. 229</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Pressure Capsule</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>This small capsule is made of beeswax blended with sand and a variety of enchanted water plants. A creature who consumes a pressure capsule ignores the effects of swimming at depths greater than 100 feet (see "Unusual Environments" in chapter 5 of the Dungeon Master's Guide).
|
||||
Source: Ghosts of Saltmarsh p. 229</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Sekolahian Worshiping Statuette</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>Skillfully carved from sandstone, this 1-foot-tall statuette depicts a shark twisting through the water with its mouth open. If any Tiny sea-dwelling animal is within 1 inch of the statuette's mouth, the shark flashes to life and deals 1 piercing damage to it. The shark can deal damage in this way no more than once per hour.
|
||||
Source: Ghosts of Saltmarsh p. 229</text>
|
||||
</item>
|
||||
</compendium>
|
||||
536
FightClub5eXML/Sources/GhostsOfSaltmarsh/vehicles-gos.xml
Normal file
536
FightClub5eXML/Sources/GhostsOfSaltmarsh/vehicles-gos.xml
Normal file
@@ -0,0 +1,536 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<monster>
|
||||
<name>Galley</name>
|
||||
<size>G</size>
|
||||
<type>vehicle (130 ft. x 20 ft.)</type>
|
||||
<alignment>Unaligned</alignment>
|
||||
<ac>15</ac>
|
||||
<hp>500</hp>
|
||||
<speed>4 miles per hour (96 miles per day)</speed>
|
||||
<str>24</str>
|
||||
<dex>4</dex>
|
||||
<con>20</con>
|
||||
<int>0</int>
|
||||
<wis>0</wis>
|
||||
<cha>0</cha>
|
||||
<save></save>
|
||||
<skill></skill>
|
||||
<languages></languages>
|
||||
<cr></cr>
|
||||
<resist></resist>
|
||||
<immune>poison, psychic</immune>
|
||||
<vulnerable></vulnerable>
|
||||
<conditionImmune>blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious</conditionImmune>
|
||||
<senses></senses>
|
||||
<trait>
|
||||
<name>Hit Points</name>
|
||||
<text>500</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Hull:</name>
|
||||
<text>Armor Class: 15</text>
|
||||
<text>Hit Points: 500 (damage threshold 20)</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Control:</name>
|
||||
<text>Helm</text>
|
||||
<text>Armor Class: 16</text>
|
||||
<text>Hit Points: 50</text>
|
||||
<text>Move up to the speed of one of its movement components, with one 90-degree turn. If the helm is destroyed, the galley can't turn.</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Movement:</name>
|
||||
<text>Oars</text>
|
||||
<text>Armor Class: 12</text>
|
||||
<text>Hit Points: 100; -5 ft. speed per 25 damage taken</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Movement:</name>
|
||||
<text>Sails</text>
|
||||
<text>Armor Class: 12</text>
|
||||
<text>Hit Points: 100; -10 ft. speed per 25 damage taken</text>
|
||||
</trait>
|
||||
<action>
|
||||
<text>On its turn, the galley can take 3 actions, choosing from the options below. It can take only 2 actions if it has fewer than forty crew and only 1 action if it has fewer than twenty. It can't take these actions if it has fewer than three crew.</text>
|
||||
<text>• Fire Ballistas. The galley can fire its ballista (DMG, ch. 8).</text>
|
||||
<text>• Fire Mangonels. The galley can fire its mangonel (DMG, ch. 8).</text>
|
||||
<text>• Move. The galley can use its helm to move with its oars or sails. As part of this move, it can use its naval ram.</text>
|
||||
</action>
|
||||
<action>
|
||||
<name>Weapons:</name>
|
||||
<text>Ballistas (4)</text>
|
||||
<text>Armor Class: 15</text>
|
||||
<text>Hit Points: 50 each</text>
|
||||
<text>Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. 16 (3d10) piercing damage.</text>
|
||||
<attack>Weapons:|+6|3d10</attack>
|
||||
</action>
|
||||
<action>
|
||||
<name>Weapons:</name>
|
||||
<text>Mangonels (2)</text>
|
||||
<text>Armor Class: 15</text>
|
||||
<text>Hit Points: 100 each</text>
|
||||
<text>Ranged Weapon Attack: +5 to hit, range 200/800 ft. (can't hit targets within 60 ft. of it), one target. 27 (5d10) bludgeoning damage.</text>
|
||||
<attack>Weapons:|+5|5d10</attack>
|
||||
</action>
|
||||
<action>
|
||||
<name>Weapons:</name>
|
||||
<text>Naval Ram</text>
|
||||
<text>Armor Class: 20</text>
|
||||
<text>Hit Points: 100 (damage threshold 10)</text>
|
||||
<text>The galley has advantage on all saving throws relating to crashing when it crashes into a creature or an object. Any damage it takes from the crash is applied to the naval ram rather than to the ship. These benefits don't apply if another vessel crashes into the galley.</text>
|
||||
</action>
|
||||
<description>Example Galley Crew
|
||||
A galley requires a crew of eighty to properly sail or row the vessel and might carry extra passengers or soldiers. If the characters are guests on a galley, the crew consists of the following creatures, all of which have proficiency with water vehicles in addition to their normal statistics:
|
||||
• One captain (bandit captain)
|
||||
• Five other officers: a first mate, a bosun, a quartermaster, a surgeon, and a cook (scout)
|
||||
• Forty-two sailors (commoner)
|
||||
• Twelve siege engineers (guard)
|
||||
• Twenty guard
|
||||
Main Deck
|
||||
The main deck of the galley has the following features:
|
||||
• Ballistas. Four ballistas (DMG, ch. 8) are attached to the fore of the deck. Ten ballista arrows are stacked and secured near each.
|
||||
• Mangonels. Two mangonels (DMG, ch. 8) are attached to the aft of the deck. Ten mangonel stones are stacked and secured near each catapult.
|
||||
• Naval Ram. The galley's stern features an iron naval ram used for attacking other ships.
|
||||
• Opening. A 10-foot-wide, 80-foot-long open space in the middle of the deck stretches fore to aft and leads down to the lower deck.
|
||||
• Railing. A 3-foot-high rail is built around the deck's perimeter, providing half cover for Medium creatures and three-quarters cover for Small creatures behind it.
|
||||
• Rowboats. Eight rowboats are stacked in two groups of four on this deck. Ropes and pulleys can hoist these boats in and out of the water.
|
||||
• Timpani. A timpani with two attached mallets sits on the aft of the main deck just before the opening to the lower deck. A crew member plays this instrument while the sailors on the lower deck row, the beat helping to synchronize the rowers' strokes.
|
||||
• Wheel. The ship's wheel stands at the aft of the deck.
|
||||
Lower Deck
|
||||
The cramped lower deck of the galley ship reeks of body odor and has the following features:
|
||||
• Cargo Holds. Cargo holds at the fore and aft of the lower deck hold crates, barrels, and ammunition secured with rope.
|
||||
• Oars. Thirty-two benches are built into the deck, each with a 20-foot-long oar. When the ship is rowed, crew members sit on these benches to work the oars. Ten spare oars hang on the walls.
|
||||
Source: Ghosts of Saltmarsh p. 187</description>
|
||||
<environment></environment>
|
||||
</monster>
|
||||
<monster>
|
||||
<name>Keelboat</name>
|
||||
<size>G</size>
|
||||
<type>vehicle (60 ft. x 20 ft.)</type>
|
||||
<alignment>Unaligned</alignment>
|
||||
<ac>15</ac>
|
||||
<hp>100</hp>
|
||||
<speed>3 miles per hour (72 miles per day)</speed>
|
||||
<str>16</str>
|
||||
<dex>7</dex>
|
||||
<con>13</con>
|
||||
<int>0</int>
|
||||
<wis>0</wis>
|
||||
<cha>0</cha>
|
||||
<save></save>
|
||||
<skill></skill>
|
||||
<languages></languages>
|
||||
<cr></cr>
|
||||
<resist></resist>
|
||||
<immune>poison, psychic</immune>
|
||||
<vulnerable></vulnerable>
|
||||
<conditionImmune>blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious</conditionImmune>
|
||||
<senses></senses>
|
||||
<trait>
|
||||
<name>Hit Points</name>
|
||||
<text>100</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Hull:</name>
|
||||
<text>Armor Class: 15</text>
|
||||
<text>Hit Points: 100 (damage threshold 10)</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Control:</name>
|
||||
<text>Helm</text>
|
||||
<text>Armor Class: 12</text>
|
||||
<text>Hit Points: 50</text>
|
||||
<text>Move up to the speed of one of its movement components, with one 90-degree turn. If the helm is destroyed, the keelboat can't turn.</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Movement:</name>
|
||||
<text>Oars</text>
|
||||
<text>Armor Class: 12</text>
|
||||
<text>Hit Points: 100; -5 ft. speed per 25 damage taken</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Movement:</name>
|
||||
<text>Sails</text>
|
||||
<text>Armor Class: 12</text>
|
||||
<text>Hit Points: 100; -5 ft. speed per 20 damage taken </text>
|
||||
</trait>
|
||||
<action>
|
||||
<text>On its turn, the keelboat can take 2 actions, choosing from the options below. It can take only 1 action if it has only one crew. It can't take these actions if it has no crew.</text>
|
||||
<text>• Fire Ballista. The keelboat can fire its ballista (DMG, ch. 8).</text>
|
||||
<text>• Move. The keelboat can use its helm to move with its oars or sails.</text>
|
||||
</action>
|
||||
<action>
|
||||
<name>Weapons:</name>
|
||||
<text>Ballista</text>
|
||||
<text>Armor Class: 15</text>
|
||||
<text>Hit Points: 50</text>
|
||||
<text>Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. 16 (3d10) piercing damage.</text>
|
||||
<attack>Weapons:|+6|3d10</attack>
|
||||
<text>Keelboats typically include a ballista only when they are equipped for combat.</text>
|
||||
</action>
|
||||
<description>Example Keelboat Crew
|
||||
A keelboat requires a single crew member to operate smoothly. If the characters are guests on a keelboat, the crew consists of a single captain who has the statistics of a bandit captain with proficiency with water vehicles.
|
||||
Keelboat Deck
|
||||
The deck of the keelboat has the following features:
|
||||
• Ballista. A ballista (DMG, ch. 8) is mounted on the fore of the deck. Ten ballista arrows are stacked and secured nearby.
|
||||
• Oars. The deck of the ship holds twelve benches and four 15-foot-long oars. When the ship is rowed, crew members sit on these benches to work the oars.
|
||||
• Railing. The deck has a 3-foot-high rail around its perimeter that provides half cover for Medium creatures and three-quarters cover for Small creatures behind it.
|
||||
Keelboat Cabin
|
||||
The keelboat cabin has the following features:
|
||||
• Footlockers. Beneath each bed is a footlocker. The footlockers are iron and have AC 19, 18 hit points, and immunity to poison and psychic damage.
|
||||
• Furnishings. Two beds and a desk with a chair stand at the aft of the cabin.
|
||||
Source: Ghosts of Saltmarsh p. 188</description>
|
||||
<environment></environment>
|
||||
</monster>
|
||||
<monster>
|
||||
<name>Longship</name>
|
||||
<size>G</size>
|
||||
<type>vehicle (70 ft. x 20 ft.)</type>
|
||||
<alignment>Unaligned</alignment>
|
||||
<ac>15</ac>
|
||||
<hp>300</hp>
|
||||
<speed>5 miles per hour (120 miles per day)</speed>
|
||||
<str>20</str>
|
||||
<dex>6</dex>
|
||||
<con>17</con>
|
||||
<int>0</int>
|
||||
<wis>0</wis>
|
||||
<cha>0</cha>
|
||||
<save></save>
|
||||
<skill></skill>
|
||||
<languages></languages>
|
||||
<cr></cr>
|
||||
<resist></resist>
|
||||
<immune>poison, psychic</immune>
|
||||
<vulnerable></vulnerable>
|
||||
<conditionImmune>blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious</conditionImmune>
|
||||
<senses></senses>
|
||||
<trait>
|
||||
<name>Hit Points</name>
|
||||
<text>300</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Hull:</name>
|
||||
<text>Armor Class: 15</text>
|
||||
<text>Hit Points: 300 (damage threshold 15)</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Control:</name>
|
||||
<text>Helm</text>
|
||||
<text>Armor Class: 16</text>
|
||||
<text>Hit Points: 50</text>
|
||||
<text>Move up to the speed of one of its movement components, with one 90-degree turn. If the helm is destroyed, the longship can't turn.</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Movement:</name>
|
||||
<text>Oars</text>
|
||||
<text>Armor Class: 12</text>
|
||||
<text>Hit Points: 100; -5 ft. speed per 25 damage taken</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Movement:</name>
|
||||
<text>Sails</text>
|
||||
<text>Armor Class: 12</text>
|
||||
<text>Hit Points: 100; -10 ft. speed per 25 damage taken</text>
|
||||
</trait>
|
||||
<action>
|
||||
<text>On its turn, the longship can take the move action below. It can't take this action if it has no crew.</text>
|
||||
<text>• Move. The longship can use its helm to move with its oars or sails.</text>
|
||||
</action>
|
||||
<description>Example Longship Crew
|
||||
A longship requires a crew of forty to properly sail or row the vessel and often carries extra passengers or soldiers. If the characters are guests on a longship, the crew consists of the following creatures, all of which have proficiency with water vehicles in addition to their normal statistics:
|
||||
• One captain (berserker)
|
||||
• Five other officers: a first mate, a bosun, a quartermaster, a surgeon, and a cook (berserker)
|
||||
• Thirty-four sailors (commoner)
|
||||
Longship Deck
|
||||
The deck of the longship has the following features:
|
||||
• Oars. Sixteen benches are built into the deck, each with a 15-foot-long oar. When the ship is rowed, crew members sit on these benches to work the oars. Five spare oars hang on the walls.
|
||||
• Railing. The deck has a 3-foot-high rail covered in wooden shields around its perimeter that provides half cover for Medium creatures and three-quarters cover for Small creatures behind it.
|
||||
Source: Ghosts of Saltmarsh p. 190</description>
|
||||
<environment></environment>
|
||||
</monster>
|
||||
<monster>
|
||||
<name>Rowboat</name>
|
||||
<size>L</size>
|
||||
<type>vehicle (10 ft. x 5 ft.)</type>
|
||||
<alignment>Unaligned</alignment>
|
||||
<ac>11</ac>
|
||||
<hp>50</hp>
|
||||
<speed>3 miles per hour (72 miles per day)</speed>
|
||||
<str>11</str>
|
||||
<dex>8</dex>
|
||||
<con>11</con>
|
||||
<int>0</int>
|
||||
<wis>0</wis>
|
||||
<cha>0</cha>
|
||||
<save></save>
|
||||
<skill></skill>
|
||||
<languages></languages>
|
||||
<cr></cr>
|
||||
<resist></resist>
|
||||
<immune>poison, psychic</immune>
|
||||
<vulnerable></vulnerable>
|
||||
<conditionImmune>blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious</conditionImmune>
|
||||
<senses></senses>
|
||||
<trait>
|
||||
<name>Hit Points</name>
|
||||
<text>50</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Hull:</name>
|
||||
<text>Armor Class: 11</text>
|
||||
<text>Hit Points: 50</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Movement:</name>
|
||||
<text>Oars</text>
|
||||
<text>Armor Class: 12</text>
|
||||
<text>Hit Points: 25</text>
|
||||
</trait>
|
||||
<action>
|
||||
<text>On its turn, the rowboat can take the move action below. It can't take this action if it has no crew.</text>
|
||||
<text>• Move. The rowboat can move using its oars.</text>
|
||||
</action>
|
||||
<description>The humble rowboat serves to ferry passengers back and forth from larger ships or to navigate lakes and rivers. Due to its simple, versatile design, a rowboat has no decks or typical crew. Weighing 100 pounds, a rowboat is easy to transport and might be carried by larger ships.
|
||||
Source: Ghosts of Saltmarsh p. 190</description>
|
||||
<environment></environment>
|
||||
</monster>
|
||||
<monster>
|
||||
<name>Sailing Ship</name>
|
||||
<size>G</size>
|
||||
<type>vehicle (100 ft. x 20 ft.)</type>
|
||||
<alignment>Unaligned</alignment>
|
||||
<ac>15</ac>
|
||||
<hp>300</hp>
|
||||
<speed>5 miles per hour (120 miles per day)</speed>
|
||||
<str>20</str>
|
||||
<dex>7</dex>
|
||||
<con>17</con>
|
||||
<int>0</int>
|
||||
<wis>0</wis>
|
||||
<cha>0</cha>
|
||||
<save></save>
|
||||
<skill></skill>
|
||||
<languages></languages>
|
||||
<cr></cr>
|
||||
<resist></resist>
|
||||
<immune>poison, psychic</immune>
|
||||
<vulnerable></vulnerable>
|
||||
<conditionImmune>blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious</conditionImmune>
|
||||
<senses></senses>
|
||||
<trait>
|
||||
<name>Hit Points</name>
|
||||
<text>300</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Hull:</name>
|
||||
<text>Armor Class: 15</text>
|
||||
<text>Hit Points: 300 (damage threshold 15)</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Control:</name>
|
||||
<text>Helm</text>
|
||||
<text>Armor Class: 18</text>
|
||||
<text>Hit Points: 50</text>
|
||||
<text>Move up to the speed of its sails, with one 90-degree turn. If the helm is destroyed, the ship can't turn.</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Movement:</name>
|
||||
<text>Sails</text>
|
||||
<text>Armor Class: 12</text>
|
||||
<text>Hit Points: 100; -5 ft. speed per 25 damage taken</text>
|
||||
</trait>
|
||||
<action>
|
||||
<text>On its turn, the ship can take 3 actions, choosing from the options below. It can take only 2 actions if it has fewer than twenty crew and only 1 action if it has fewer than ten. It can't take these actions if it has fewer than three crew.</text>
|
||||
<text>• Fire Ballista. The ship can fire its ballista (DMG, ch. 8).</text>
|
||||
<text>• Fire Mangonel. The ship can fire its mangonel (DMG, ch. 8).</text>
|
||||
<text>• Move. The ship can use its helm to move with its sails.</text>
|
||||
</action>
|
||||
<action>
|
||||
<name>Weapons:</name>
|
||||
<text>Ballista</text>
|
||||
<text>Armor Class: 15</text>
|
||||
<text>Hit Points: 50</text>
|
||||
<text>Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. 16 (3d10) piercing damage.</text>
|
||||
<attack>Weapons:|+6|3d10</attack>
|
||||
</action>
|
||||
<action>
|
||||
<name>Weapons:</name>
|
||||
<text>Mangonel</text>
|
||||
<text>Armor Class: 15</text>
|
||||
<text>Hit Points: 100</text>
|
||||
<text>Ranged Weapon Attack: +5 to hit, range 200/800 ft. (can't hit targets within 60 ft. of it), one target. 27 (5d10) bludgeoning damage.</text>
|
||||
<attack>Weapons:|+5|5d10</attack>
|
||||
</action>
|
||||
<description>Example Crew
|
||||
A sailing ship requires a large crew to properly sail the vessel. If the characters are guests on a sailing ship, the crew consists of the following creatures, all of which have proficiency with water vehicles in addition to their normal statistics:
|
||||
• One captain (bandit captain)
|
||||
• Four other officers: a first mate, a bosun, a quartermaster, and a cook (noble)
|
||||
• Twenty-five sailors (commoner)
|
||||
1. Main Deck
|
||||
The main deck of the ship has the following features:
|
||||
• Mangonel. Sailing ships have one mangonel (DMG, ch. 8) attached to the deck. Each weapon has 10 mangonel stones stacked and secured near it.
|
||||
• Hatch. A covered, 10-foot-square opening leads to the lower deck (area W8).
|
||||
• Railing. The main deck has a 3-foot-high rail around its perimeter that provides half cover for Medium creatures and three-quarters cover for Small creatures behind it.
|
||||
• Rowboats. Four rowboat are stacked on top of each other on this deck. Ropes and pulleys can hoist these boats in and out of the water.
|
||||
2. Officers' Quarters
|
||||
Four beds stand in the officer's quarters. Beneath each is an iron footlocker that holds the officers' belongings. The officers sleep in shifts so someone remains on duty to command the crew and carry out the captain's orders.
|
||||
3. Captain's Quarters
|
||||
The captain's quarters hold a bed and a desk. Beneath the bed is an iron footlocker that holds the captain's belongings.
|
||||
4. Siege Weapon Ammunition
|
||||
Shelves and rope on the walls of this cabin secure mangonel stones and ballista arrows.
|
||||
5. Supplies
|
||||
This area holds tools, barrels of tar, rope, extra material to repair sails, and other supplies needed to maintain the ship.
|
||||
6. Forecastle
|
||||
The forecastle has the following features:
|
||||
• Ballista. A ballista (DMG, ch. 8) is attached to the deck. Ten ballista arrows are stacked and secured nearby.
|
||||
• Railing. The forecastle has a 3-foot-high rail around its perimeter that provides half cover for Medium creatures and three-quarters cover for Small creatures behind it.
|
||||
7. Quarterdeck
|
||||
The quarterdeck has the following features:
|
||||
• Railing. The quarterdeck has a 3-foot-high rail around its perimeter that provides half cover for Medium creatures and three-quarters cover for Small creatures behind it.
|
||||
• Wheel. The ship's wheel stands at the aft of the quarterdeck.
|
||||
8. Oar Deck
|
||||
Twenty-two benches are built into the deck of the lower deck, each with a 20-foot-long oar. When the ship is rowed, crew members sit on these benches to work the oars. Ten spare oars hang on the walls of the ship.
|
||||
9. Privy
|
||||
Benches line the walls of this room. Four holes carved in them house chamber pots.
|
||||
10. Medical Cabin
|
||||
Hooks and shelves on the walls hold medical instruments, bandages, balms, tonics, jars of leeches, and more, ready to treat injuries from combat or sailing mishaps.
|
||||
11. Guest Cabin
|
||||
This cabin is meant for guests and visiting high-ranking officials along for the journey.
|
||||
12. Hold
|
||||
This area houses both passengers and cargo. The ship's off-duty crew sleep on bedrolls among the crates and barrels of food, water, and other supplies.
|
||||
13. Armory
|
||||
The ship's supply of weapons and armor is held in this cabin. Its walls are fitted with built-in weapon and armor racks. The door to this cabin is usually locked, the key kept by one of the ship's officers.
|
||||
Source: Ghosts of Saltmarsh p. 192</description>
|
||||
<environment></environment>
|
||||
</monster>
|
||||
<monster>
|
||||
<name>Warship</name>
|
||||
<size>G</size>
|
||||
<type>vehicle (100 ft. x 20 ft.)</type>
|
||||
<alignment>Unaligned</alignment>
|
||||
<ac>15</ac>
|
||||
<hp>500</hp>
|
||||
<speed>4 miles per hour (96 miles per day)</speed>
|
||||
<str>20</str>
|
||||
<dex>4</dex>
|
||||
<con>20</con>
|
||||
<int>0</int>
|
||||
<wis>0</wis>
|
||||
<cha>0</cha>
|
||||
<save></save>
|
||||
<skill></skill>
|
||||
<languages></languages>
|
||||
<cr></cr>
|
||||
<resist></resist>
|
||||
<immune>poison, psychic</immune>
|
||||
<vulnerable></vulnerable>
|
||||
<conditionImmune>blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious</conditionImmune>
|
||||
<senses></senses>
|
||||
<trait>
|
||||
<name>Hit Points</name>
|
||||
<text>500</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Hull:</name>
|
||||
<text>Armor Class: 15</text>
|
||||
<text>Hit Points: 500 (damage threshold 20)</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Control:</name>
|
||||
<text>Helm</text>
|
||||
<text>Armor Class: 18</text>
|
||||
<text>Hit Points: 50</text>
|
||||
<text>Move up to the speed of one of its movement components, with one 90-degree turn. If the helm is destroyed, the warship can't turn.</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Movement:</name>
|
||||
<text>Oars</text>
|
||||
<text>Armor Class: 12</text>
|
||||
<text>Hit Points: 100; -5 ft. speed per 25 damage taken</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Movement:</name>
|
||||
<text>Sails</text>
|
||||
<text>Armor Class: 12</text>
|
||||
<text>Hit Points: 100; -10 ft. speed per 25 damage taken</text>
|
||||
</trait>
|
||||
<action>
|
||||
<text>On its turn, the warship can take 3 actions, choosing from the options below. It can take only 2 actions if it has fewer than twenty crew and only 1 action if it has fewer than ten. It can't take these actions if it has fewer than three crew.</text>
|
||||
<text>• Fire Ballistas. The warship can fire its ballista (DMG, ch. 8).</text>
|
||||
<text>• Fire Mangonels. The warship can fire its mangonel (DMG, ch. 8).</text>
|
||||
<text>• Move. The warship can use its helm to move with its oars or sails. As part of this move, it can use its naval ram.</text>
|
||||
</action>
|
||||
<action>
|
||||
<name>Weapons:</name>
|
||||
<text>Ballistas (2)</text>
|
||||
<text>Armor Class: 15</text>
|
||||
<text>Hit Points: 50 each</text>
|
||||
<text>Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. 16 (3d10) piercing damage.</text>
|
||||
<attack>Weapons:|+6|3d10</attack>
|
||||
</action>
|
||||
<action>
|
||||
<name>Weapons:</name>
|
||||
<text>Mangonels (2)</text>
|
||||
<text>Armor Class: 15</text>
|
||||
<text>Hit Points: 100 each</text>
|
||||
<text>Ranged Weapon Attack: +5 to hit, range 200/800 ft. (can't hit targets within 60 ft. of it), one target. 27 (5d10) bludgeoning damage.</text>
|
||||
<attack>Weapons:|+5|5d10</attack>
|
||||
</action>
|
||||
<action>
|
||||
<name>Weapons:</name>
|
||||
<text>Naval Ram</text>
|
||||
<text>Armor Class: 20</text>
|
||||
<text>Hit Points: 100 (damage threshold 10)</text>
|
||||
<text>The warship has advantage on all saving throws relating to crashing when it crashes into a creature or object. Any damage it takes from the crash is applied to the naval ram rather than to the ship. These benefits don't apply if another vessel crashes into the warship.</text>
|
||||
</action>
|
||||
<description>Example Crew
|
||||
A warship requires a large crew to properly sail the vessel. Warships carry extra soldiers to fight battles and fire the siege weapons. If the characters are guests on a warship, the crew consists of the following creatures, all of which have proficiency with water vehicles in addition to their normal statistics:
|
||||
• One captain (bandit captain)
|
||||
• Four other officers: a first mate, a bosun, a quartermaster, and a cook (noble)
|
||||
• Twenty-five sailors (commoner)
|
||||
A warship typically includes the following additional crew to augment its fighting ability:
|
||||
• Forty soldiers (guard)
|
||||
• Eight siege engineers (guard)
|
||||
• One priest (the ship's surgeon)
|
||||
1. Main Deck
|
||||
The main deck of the ship has the following features:
|
||||
• Mangonel. Sailing ships have one mangonel (DMG, ch. 8) attached to the deck. Warships have two mangonels (DMG, ch. 8). Each weapon has 10 mangonel stones stacked and secured near it.
|
||||
• Hatch. A covered, 10-foot-square opening leads to the lower deck (area W8).
|
||||
• Railing. The main deck has a 3-foot-high rail around its perimeter that provides half cover for Medium creatures and three-quarters cover for Small creatures behind it.
|
||||
• Rowboats. Four rowboat are stacked on top of each other on this deck. Ropes and pulleys can hoist these boats in and out of the water.
|
||||
2. Officers' Quarters
|
||||
Four beds stand in the officer's quarters. Beneath each is an iron footlocker that holds the officers' belongings. The officers sleep in shifts so someone remains on duty to command the crew and carry out the captain's orders.
|
||||
3. Captain's Quarters
|
||||
The captain's quarters hold a bed and a desk. Beneath the bed is an iron footlocker that holds the captain's belongings.
|
||||
4. Siege Weapon Ammunition
|
||||
Shelves and rope on the walls of this cabin secure mangonel stones and ballista arrows.
|
||||
5. Supplies
|
||||
This area holds tools, barrels of tar, rope, extra material to repair sails, and other supplies needed to maintain the ship.
|
||||
6. Forecastle
|
||||
The forecastle has the following features:
|
||||
• Ballista. A ballista (DMG, ch. 8) is attached to the deck. Ten ballista arrows are stacked and secured nearby.
|
||||
• Figurehead. Warships have an iron figurehead at the front of their forecastle, often shaped to look like a fearsome sea predator. This figurehead serves as the ship's naval ram.
|
||||
• Railing. The forecastle has a 3-foot-high rail around its perimeter that provides half cover for Medium creatures and three-quarters cover for Small creatures behind it.
|
||||
7. Quarterdeck
|
||||
The quarterdeck has the following features:
|
||||
• Ballista. On a warship, a ballista (DMG, ch. 8) is attached to the deck. Ten ballista arrows are stacked and secured nearby.
|
||||
• Railing. The quarterdeck has a 3-foot-high rail around its perimeter that provides half cover for Medium creatures and three-quarters cover for Small creatures behind it.
|
||||
• Wheel. The ship's wheel stands at the aft of the quarterdeck.
|
||||
8. Oar Deck
|
||||
Twenty-two benches are built into the deck of the lower deck, each with a 20-foot-long oar. When the ship is rowed, crew members sit on these benches to work the oars. Ten spare oars hang on the walls of the ship.
|
||||
9. Privy
|
||||
Benches line the walls of this room. Four holes carved in them house chamber pots.
|
||||
10. Medical Cabin
|
||||
Hooks and shelves on the walls hold medical instruments, bandages, balms, tonics, jars of leeches, and more, ready to treat injuries from combat or sailing mishaps.
|
||||
11. Brig
|
||||
This cabin is meant for guests and visiting high-ranking officials along for the journey. Since warships often have a greater need to house prisoners rather than guests, each bed aboard such a vessel also has a set of manacles (see chapter 5 in the Player's Handbook) attached to its frame.
|
||||
12. Hold
|
||||
This area houses both passengers and cargo. The ship's off-duty crew sleep on bedrolls among the crates and barrels of food, water, and other supplies.
|
||||
13. Armory
|
||||
The ship's supply of weapons and armor is held in this cabin. Its walls are fitted with built-in weapon and armor racks. The door to this cabin is usually locked, the key kept by one of the ship's officers.
|
||||
Source: Ghosts of Saltmarsh p. 194</description>
|
||||
<environment></environment>
|
||||
</monster>
|
||||
</compendium>
|
||||
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,86 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<class>
|
||||
<name>Cleric</name>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>Divine Domain: Order Domain</name>
|
||||
<text>The Order Domain represents discipline, as well as devotion to a society or an institution and strict obedience to the laws governing it. On Ravnica, the domain is favored by clerics of the Azorius Senate, who use it to maintain and enforce the law, and of the Orzhov Syndicate, who exploit law and order for their personal gain. On other worlds, gods who grant access to this domain include Bane, Tyr, Majere, Erathis, Pholtus, Wee Jas, Aureon, Maglubiyet, Nuada, Athena, Anubis, Forseti, and Asmodeus.</text>
|
||||
<text>The ideal of order is obedience to the law above all else, rather than to a specific individual or the passing influence of emotion or popular rule. Clerics of order are typically concerned with how things are done, rather than whether an action's results are just. Following the law and obeying its edicts is critical, especially when it benefits these clerics and their guilds or deities.</text>
|
||||
<text>Law establishes hierarchies. Those selected by the law to lead must be obeyed. Those who obey must do so to the best of their ability. In this manner, law creates an intricate web of obligations that allows society to forge order and security in a chaotic multiverse.</text>
|
||||
<text>At each indicated cleric level, you add the listed spells to your spells prepared.</text>
|
||||
<text></text>
|
||||
<text>Order Domain Spells</text>
|
||||
<text>Cleric Level | Spells</text>
|
||||
<text>1st | command, heroism</text>
|
||||
<text>3rd | hold person, zone of truth</text>
|
||||
<text>5th | mass healing word, slow</text>
|
||||
<text>7th | compulsion, locate creature</text>
|
||||
<text>9th | commune, dominate person</text>
|
||||
<text></text>
|
||||
<text>Source: Guildmasters' Guide to Ravnica p. 25</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>Order Domain: Bonus Proficiencies</name>
|
||||
<text>When you choose this domain at 1st level, you gain proficiency with heavy armor. You also gain proficiency in the Intimidation or Persuasion skill (your choice).</text>
|
||||
<text></text>
|
||||
<text>Source: Guildmasters' Guide to Ravnica p. 25</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>Order Domain: Voice of Authority</name>
|
||||
<text>Starting at 1st level, you can invoke the power of law to drive an ally to attack. If you cast a spell with a spell slot of 1st level or higher and target an ally with the spell, that ally can use their reaction immediately after the spell to make one weapon attack against a creature of your choice that you can see.</text>
|
||||
<text>If the spell targets more than one ally, you choose the ally who can make the attack.</text>
|
||||
<text></text>
|
||||
<text>Source: Guildmasters' Guide to Ravnica p. 25</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="2">
|
||||
<feature optional="YES">
|
||||
<name>Order Domain: Channel Divinity: Order's Demand</name>
|
||||
<text>Starting at 2nd level, you can use your Channel Divinity to exert an intimidating presence over others.</text>
|
||||
<text>As an action, you present your holy symbol, and each creature of your choice that can see or hear you within 30 feet of you must succeed on a Wisdom saving throw or be charmed by you until the end of your next turn or until the charmed creature takes any damage. You can also cause any of the charmed creatures to drop what they are holding when they fail the saving throw.</text>
|
||||
<text></text>
|
||||
<text>Source: Guildmasters' Guide to Ravnica p. 25</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
<feature optional="YES">
|
||||
<name>Order Domain: Embodiment of the Law</name>
|
||||
<text>At 6th level, you become remarkably adept at channeling magical energy to compel others.</text>
|
||||
<text>If you cast a spell of the enchantment school using a spell slot of 1st level or higher, you can change the spell's casting time to 1 bonus action for this casting, provided the spell's casting time is normally 1 action.</text>
|
||||
<text>You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Guildmasters' Guide to Ravnica p. 25</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="8">
|
||||
<feature optional="YES">
|
||||
<name>Order Domain: Blessed Strikes</name>
|
||||
<text>8th-level cleric Divine Domain feature (replaces Divine Strike)</text>
|
||||
<text>In battle, you are blessed with divine might. When a creature takes damage from one of your spells or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.</text>
|
||||
<text></text>
|
||||
<text>Source: Guildmasters' Guide to Ravnica p. 25</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="8">
|
||||
<feature optional="YES">
|
||||
<name>Order Domain: Divine Strike</name>
|
||||
<text>At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.</text>
|
||||
<text></text>
|
||||
<text>Source: Guildmasters' Guide to Ravnica p. 25</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="17">
|
||||
<feature optional="YES">
|
||||
<name>Order Domain: Order's Wrath</name>
|
||||
<text>Starting at 17th level, enemies you designate for destruction wilt under the combined efforts of you and your allies. If you deal your Divine Strike damage to a creature on your turn, you can curse that creature until the start of your next turn. The next time one of your allies hits the cursed creature with an attack, the target also takes 2d8 psychic damage, and the curse ends. You can curse a creature in this way only once per turn.</text>
|
||||
<text></text>
|
||||
<text>Source: Guildmasters' Guide to Ravnica p. 25</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
</compendium>
|
||||
@@ -0,0 +1,79 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<class>
|
||||
<name>Druid</name>
|
||||
<autolevel level="2">
|
||||
<feature optional="YES">
|
||||
<name>Druid Circle: Circle of Spores</name>
|
||||
<text>Druids of the Circle of Spores find beauty in decay. They see within mold and other fungi the ability to transform lifeless material into abundant, albeit somewhat strange, life.</text>
|
||||
<text>These druids believe that life and death are parts of a grand cycle, with one leading to the other and then back again. Death isn't the end of life, but instead a change of state that sees life shift into a new form.</text>
|
||||
<text>Druids of this circle have a complex relationship with the undead. Unlike most other druids, they see nothing inherently wrong with undeath, which they consider to be a companion to life and death. But these druids believe that the natural cycle is healthiest when each segment of it is vibrant and changing. Undead that seek to replace all life with undeath, or that try to avoid passing to a final rest, violate the cycle and must be thwarted.</text>
|
||||
<text></text>
|
||||
<text>Source: Guildmasters' Guide to Ravnica p. 26</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="2">
|
||||
<feature optional="YES">
|
||||
<name>Circle of Spores: Circle Spells</name>
|
||||
<text>Your symbiotic link to fungus and your ability to tap into the cycle of life and death grants you access to certain spells. At 2nd level, you learn the chill touch cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Spores Spells table.</text>
|
||||
<text>Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.</text>
|
||||
<text></text>
|
||||
<text>Circle of Spores Spells</text>
|
||||
<text>Druid Level | Circle Spells</text>
|
||||
<text>3rd | blindness/deafness, gentle repose</text>
|
||||
<text>5th | animate dead, gaseous form</text>
|
||||
<text>7th | blight, confusion</text>
|
||||
<text>9th | cloudkill, contagion</text>
|
||||
<text></text>
|
||||
<text>Source: Guildmasters' Guide to Ravnica p. 26</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="2">
|
||||
<feature optional="YES">
|
||||
<name>Circle of Spores: Halo of Spores</name>
|
||||
<text>Starting at 2nd level, you are surrounded by invisible, necrotic spores that are harmless until you unleash them on a creature nearby. When a creature you can see moves into a space within 10 feet of you or starts its turn there, you can use your reaction to deal 1d4 necrotic damage to that creature unless it succeeds on a Constitution saving throw against your spell save DC. The necrotic damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.</text>
|
||||
<text></text>
|
||||
<text>Source: Guildmasters' Guide to Ravnica p. 26</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="2">
|
||||
<feature optional="YES">
|
||||
<name>Circle of Spores: Symbiotic Entity</name>
|
||||
<text>At 2nd level, you gain the ability to channel magic into your spores. As an action, you can expend a use of your Wild Shape feature to awaken those spores, rather than transforming into a beast form, and you gain 4 temporary hit points for each level you have in this class. While this feature is active, you gain the following benefits:</text>
|
||||
<text>• When you deal your Halo of Spores damage, roll the damage die a second time and add it to the total.</text>
|
||||
<text>• Your melee weapon attacks deal an extra 1d6 poison damage to any target they hit.</text>
|
||||
<text>These benefits last for 10 minutes, until you lose all these temporary hit points, or until you use your Wild Shape again.</text>
|
||||
<text></text>
|
||||
<text>Source: Guildmasters' Guide to Ravnica p. 26</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
<feature optional="YES">
|
||||
<name>Circle of Spores: Fungal Infestation</name>
|
||||
<text>At 6th level, your spores gain the ability to infest a corpse and animate it. If a beast or a humanoid that is Small or Medium dies within 10 feet of you, you can use your reaction to animate it, causing it to stand up immediately with 1 hit point. The creature uses the zombie stat block in the Monster Manual. It remains animate for 1 hour, after which time it collapses and dies.</text>
|
||||
<text>In combat, the zombie's turn comes immediately after yours. It obeys your mental commands, and the only action it can take is the Attack action, making one melee attack.</text>
|
||||
<text>You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Guildmasters' Guide to Ravnica p. 26</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="10">
|
||||
<feature optional="YES">
|
||||
<name>Circle of Spores: Spreading Spores</name>
|
||||
<text>At 10th level, you gain the ability to seed an area with deadly spores. As a bonus action while your Symbiotic Entity feature is active, you can hurl spores up to 30 feet away, where they swirl in a 10-foot cube for 1 minute. The spores disappear early if you use this feature again, if you dismiss them as a bonus action, or if your Symbiotic Entity feature is no longer active.</text>
|
||||
<text>Whenever a creature moves into the cube or starts its turn there, that creature takes your Halo of Spores damage, unless the creature succeeds on a Constitution saving throw against your spell save DC. A creature can take this damage no more than once per turn.</text>
|
||||
<text>While the cube of spores persists, you can't use your Halo of Spores reaction.</text>
|
||||
<text></text>
|
||||
<text>Source: Guildmasters' Guide to Ravnica p. 26</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="14">
|
||||
<feature optional="YES">
|
||||
<name>Circle of Spores: Fungal Body</name>
|
||||
<text>At 14th level, the fungal spores in your body alter you: you can't be blinded, deafened, frightened, or poisoned, and any critical hit against you counts as a normal hit instead, unless you're incapacitated.</text>
|
||||
<text></text>
|
||||
<text>Source: Guildmasters' Guide to Ravnica p. 26</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
</compendium>
|
||||
563
FightClub5eXML/Sources/GuildmastersGuideToRavnica/items-ggr.xml
Normal file
563
FightClub5eXML/Sources/GuildmastersGuideToRavnica/items-ggr.xml
Normal file
@@ -0,0 +1,563 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<item>
|
||||
<name>Azorius Guild Signet</name>
|
||||
<detail></detail>
|
||||
<type>RG</type>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>This ring, adorned with the symbol of Azorius, allows you to cast ensnaring strike. A guild signet is sometimes awarded to a guild member whose renown score in that guild is 5 or higher, as a reward for performing special services for the guild. Aside from its magical properties, the ring is also an indicator of Azorius's recognition and favor.
|
||||
A signet has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing it, you can expend 1 charge to cast the associated spell (save DC 13).
|
||||
Source: Guildmasters' Guide to Ravnica p. 178</text>
|
||||
<roll>1d3</roll>
|
||||
</item>
|
||||
<item>
|
||||
<name>Azorius Keyrune</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>This keyrune is carved from white marble and lapis lazuli to resemble a noble bird of prey. It can become a giant eagle for up to 1 hour. While the transformed eagle is within 1 mile of you, you can communicate with it telepathically. As an action, you can see through the eagle's eyes and hear what it hears until the start of your next turn, and you gain the benefit of its keen sight. During this time, you are deaf and blind with regard to your own senses.
|
||||
When you use an action to speak the item's command word and place the keyrune on the ground in an unoccupied space within 5 feet of you, the keyrune transforms into a giant eagle. If there isn't enough space for the eagle, the keyrune doesn't transform.
|
||||
The creature is friendly to you, your companions, and other members of your guild (unless those guild members are hostile to you). It understands your languages and obeys your spoken commands. If you issue no commands, the eagle takes the Dodge action and moves to avoid danger.
|
||||
At the end of the duration, the creature reverts to its keyrune form. It reverts early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature reverts to its keyrune form, it can't transform again until 36 hours have passed.
|
||||
Source: Guildmasters' Guide to Ravnica p. 177</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Boros Guild Signet</name>
|
||||
<detail></detail>
|
||||
<type>RG</type>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>This ring, adorned with the symbol of Boros, allows you to cast heroism. A guild signet is sometimes awarded to a guild member whose renown score in that guild is 5 or higher, as a reward for performing special services for the guild. Aside from its magical properties, the ring is also an indicator of Boros' recognition and favor.
|
||||
A signet has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing it, you can expend 1 charge to cast the associated spell (save DC 13).
|
||||
Source: Guildmasters' Guide to Ravnica p. 178</text>
|
||||
<roll>1d3</roll>
|
||||
</item>
|
||||
<item>
|
||||
<name>Boros Keyrune</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>Carved from red sandstone with white granite elements to resemble a member of the Boros Legion, this keyrune can become a veteran (human) for up to 8 hours. In addition to fighting on your behalf, this veteran cheerfully offers tactical advice, which is usually sound. Anyone who talks with the transformed keyrune or examines it closely can easily recognize that it is an artificial human.
|
||||
When you use an action to speak the item's command word and place the keyrune on the ground in an unoccupied space within 5 feet of you, the keyrune transforms into a veteran (human). If there isn't enough space for the veteran, the keyrune doesn't transform.
|
||||
The creature is friendly to you, your companions, and other members of your guild (unless those guild members are hostile to you). It understands your languages and obeys your spoken commands. If you issue no commands, the creature takes the Dodge action and moves to avoid danger.
|
||||
At the end of the duration, the creature reverts to its keyrune form. It reverts early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature reverts to its keyrune form, it can't transform again until 36 hours have passed.
|
||||
Source: Guildmasters' Guide to Ravnica p. 177</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Copper Alms-Coin</name>
|
||||
<detail></detail>
|
||||
<type>$</type>
|
||||
<weight></weight>
|
||||
<value>0.01</value>
|
||||
<property></property>
|
||||
<text>Source: Guildmasters' Guide to Ravnica p. 9</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Copper Zib</name>
|
||||
<detail></detail>
|
||||
<type>$</type>
|
||||
<weight></weight>
|
||||
<value>0.01</value>
|
||||
<property></property>
|
||||
<text>Source: Guildmasters' Guide to Ravnica p. 9</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Dimir Guild Signet</name>
|
||||
<detail></detail>
|
||||
<type>RG</type>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>This ring, adorned with the symbol of Dimir, allows you to cast disguise self. A guild signet is sometimes awarded to a guild member whose renown score in that guild is 5 or higher, as a reward for performing special services for the guild. Aside from its magical properties, the ring is also an indicator of Dimir's recognition and favor.
|
||||
A signet has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing it, you can expend 1 charge to cast the associated spell (save DC 13).
|
||||
Source: Guildmasters' Guide to Ravnica p. 178</text>
|
||||
<roll>1d3</roll>
|
||||
</item>
|
||||
<item>
|
||||
<name>Dimir Keyrune</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>This keyrune, carved from black stone accented with steel, resembles a stylized horror. On command, it transforms into an intellect devourer that resembles the Dimir guild symbol, with six bladelike legs. The creature exists for up to 24 hours. During that time, it pursues only a single mission you give it—usually an assignment to take over someone's body, either to impersonate that person for a brief time or to extract secrets from their mind. When the mission is complete, the creature returns to you, reports its success, and reverts to its keyrune form.
|
||||
When you use an action to speak the item's command word and place the keyrune on the ground in an unoccupied space within 5 feet of you, the keyrune transforms into a intellect devourer. If there isn't enough space for the creature, the keyrune doesn't transform.
|
||||
The creature is friendly to you, your companions, and other members of your guild (unless those guild members are hostile to you). It understands your languages and obeys your spoken commands. If you issue no commands, the creature takes the Dodge action and moves to avoid danger.
|
||||
At the end of the duration, the creature reverts to its keyrune form. It reverts early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature reverts to its keyrune form, it can't transform again until 36 hours have passed.
|
||||
Source: Guildmasters' Guide to Ravnica p. 177</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Electrum 50-Zib Coin</name>
|
||||
<detail></detail>
|
||||
<type>$</type>
|
||||
<weight></weight>
|
||||
<value>0.5</value>
|
||||
<property></property>
|
||||
<text>Source: Guildmasters' Guide to Ravnica p. 9</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Gold 5-Zib Coin</name>
|
||||
<detail></detail>
|
||||
<type>$</type>
|
||||
<weight></weight>
|
||||
<value>5.0</value>
|
||||
<property></property>
|
||||
<text>Source: Guildmasters' Guide to Ravnica p. 9</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Gold Zino</name>
|
||||
<detail></detail>
|
||||
<type>$</type>
|
||||
<weight></weight>
|
||||
<value>1.0</value>
|
||||
<property></property>
|
||||
<text>Source: Guildmasters' Guide to Ravnica p. 9</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Golgari Guild Signet</name>
|
||||
<detail></detail>
|
||||
<type>RG</type>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>This ring, adorned with the symbol of Golgari, allows you to cast entangle. A guild signet is sometimes awarded to a guild member whose renown score in that guild is 5 or higher, as a reward for performing special services for the guild. Aside from its magical properties, the ring is also an indicator of Golgari's recognition and favor.
|
||||
A signet has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing it, you can expend 1 charge to cast the associated spell (save DC 13).
|
||||
Source: Guildmasters' Guide to Ravnica p. 178</text>
|
||||
<roll>1d3</roll>
|
||||
</item>
|
||||
<item>
|
||||
<name>Golgari Keyrune</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>Made from deep green jade with black veins, this keyrune has an insectile shape. It can transform into a giant scorpion for up to 6 hours. The scorpion has an Intelligence of 4 and can communicate with you telepathically while it is within 60 feet of you, though its messages are largely limited to describing the passage of potential prey.
|
||||
When you use an action to speak the item's command word and place the keyrune on the ground in an unoccupied space within 5 feet of you, the keyrune transforms into a giant scorpion. If there isn't enough space for the creature, the keyrune doesn't transform.
|
||||
The creature is friendly to you, your companions, and other members of your guild (unless those guild members are hostile to you). It understands your languages and obeys your spoken commands. If you issue no commands, the creature takes the Dodge action and moves to avoid danger.
|
||||
At the end of the duration, the creature reverts to its keyrune form. It reverts early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature reverts to its keyrune form, it can't transform again until 36 hours have passed.
|
||||
Source: Guildmasters' Guide to Ravnica p. 177</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Gruul Guild Signet</name>
|
||||
<detail></detail>
|
||||
<type>RG</type>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>This ring, adorned with the symbol of Gruul, allows you to cast compelled duel. A guild signet is sometimes awarded to a guild member whose renown score in that guild is 5 or higher, as a reward for performing special services for the guild. Aside from its magical properties, the ring is also an indicator of Gruul's recognition and favor.
|
||||
A signet has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing it, you can expend 1 charge to cast the associated spell (save DC 13).
|
||||
Source: Guildmasters' Guide to Ravnica p. 178</text>
|
||||
<roll>1d3</roll>
|
||||
</item>
|
||||
<item>
|
||||
<name>Gruul Keyrune</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>This crude keyrune is cobbled together from bits of rubble, broken glass, bone, and animal hair. One end resembles a horned beast. On command, the keyrune transforms into a ceratok, a horned creature much like a rhinoceros (and with the same statistics). It remains in its ceratok form for 1 hour.
|
||||
When you use an action to speak the item's command word and place the keyrune on the ground in an unoccupied space within 5 feet of you, the keyrune transforms into a ceratok. If there isn't enough space for the creature, the keyrune doesn't transform.
|
||||
The creature is friendly to you, your companions, and other members of your guild (unless those guild members are hostile to you). It understands your languages and obeys your spoken commands. If you issue no commands, the creature takes the Dodge action and moves to avoid danger.
|
||||
At the end of the duration, the creature reverts to its keyrune form. It reverts early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature reverts to its keyrune form, it can't transform again until 36 hours have passed.
|
||||
Source: Guildmasters' Guide to Ravnica p. 177</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Illusionist's Bracers</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>A powerful illusionist of House Dimir originally developed these bracers, which enabled her to create multiple minor illusions at once. The bracers' power, though, extends far beyond illusions.
|
||||
While wearing the bracers, whenever you cast a cantrip, you can use a bonus action on the same turn to cast that cantrip a second time.
|
||||
Source: Guildmasters' Guide to Ravnica p. 178</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Izzet Guild Signet</name>
|
||||
<detail></detail>
|
||||
<type>RG</type>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>This ring, adorned with the symbol of Izzet, allows you to cast chaos bolt. A guild signet is sometimes awarded to a guild member whose renown score in that guild is 5 or higher, as a reward for performing special services for the guild. Aside from its magical properties, the ring is also an indicator of Izzet's recognition and favor.
|
||||
A signet has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing it, you can expend 1 charge to cast the associated spell (save DC 13).
|
||||
Source: Guildmasters' Guide to Ravnica p. 178</text>
|
||||
<roll>1d3</roll>
|
||||
</item>
|
||||
<item>
|
||||
<name>Izzet Keyrune</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>Formed of carved and polished red and blue stone, the keyrune includes bits of cable and wire. One end resembles a humanlike head, suggesting the jagged elemental form of the galvanice weird that it can become for a duration of 3 hours. In this form, it will serve you as a bodyguard, lift and carry things for you, act as a test subject for your experiments, or aid you in any other way that its capabilities allow.
|
||||
When you use an action to speak the item's command word and place the keyrune on the ground in an unoccupied space within 5 feet of you, the keyrune transforms into a galvanice weird. If there isn't enough space for the creature, the keyrune doesn't transform.
|
||||
The creature is friendly to you, your companions, and other members of your guild (unless those guild members are hostile to you). It understands your languages and obeys your spoken commands. If you issue no commands, the creature takes the Dodge action and moves to avoid danger.
|
||||
At the end of the duration, the creature reverts to its keyrune form. It reverts early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature reverts to its keyrune form, it can't transform again until 36 hours have passed.
|
||||
Source: Guildmasters' Guide to Ravnica p. 177</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Mizzium Apparatus</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>Innovation is a dangerous pursuit, at least the way the mages of the Izzet League engage in it. As protection against the risk of an experiment going awry, they have developed a device to help channel and control their magic. This apparatus is a collection of leather straps, flexible tubing, glass cylinders, and plates, bracers, and fittings made from a magic-infused metal alloy called mizzium, all assembled into a harness. The item weighs 8 pounds.
|
||||
While you are wearing the mizzium apparatus, you can use it as an arcane focus. In addition, you can attempt to cast a spell that you do not know or have prepared. The spell you choose must be on your class's spell list and of a level for which you have a spell slot, and you must provide the spell's components.
|
||||
You expend a spell slot to cast the spell as normal, but before resolving it you must make an Intelligence (Arcana) check. The DC is 10 + twice the level of the spell slot you expend to cast the spell.
|
||||
On a successful check, you cast the spell as normal, using your spell save DC and spellcasting ability modifier. On a failed check, you cast a different spell from the one you intended. Randomly determine the spell you cast by rolling on the table for the level of the spell slot you expended. If the slot is 6th level or higher, roll on the table for 5th-level spells.
|
||||
If you try to cast a cantrip you don't know, the DC for the Intelligence (Arcana) check is 10, and on a failed check, there is no effect.
|
||||
1st-Level Spells
|
||||
d6 | spell
|
||||
1 | burning hands
|
||||
2 | chaos bolt
|
||||
3 | color spray
|
||||
4 | faerie fire
|
||||
5 | fog cloud
|
||||
6 | thunderwave
|
||||
2nd-Level Spells
|
||||
d6 | spell
|
||||
1 | blur
|
||||
2 | gust of wind
|
||||
3 | heat metal
|
||||
4 | Melf's acid arrow
|
||||
5 | scorching ray
|
||||
6 | shatter
|
||||
3rd-Level Spells
|
||||
d6 | spell
|
||||
1 | fear
|
||||
2 | feign death
|
||||
3 | fireball
|
||||
4 | gaseous form
|
||||
5 | sleet storm
|
||||
6 | stinking cloud
|
||||
4th-Level Spells
|
||||
d4 | spell
|
||||
1 | confusion
|
||||
2 | conjure minor elementals
|
||||
3 | Evard's black tentacles
|
||||
4 | ice storm
|
||||
5th-Level Spells
|
||||
d4 | spell
|
||||
1 | animate objects
|
||||
2 | cloudkill
|
||||
3 | cone of cold
|
||||
4 | flame strike
|
||||
Source: Guildmasters' Guide to Ravnica p. 179</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Mizzium Mortar</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>This short tube, about 2 feet long and 6 inches in diameter, is made from mizzium, a magically enhanced metal alloy forged by the Izzet League. The end that's pointed toward a target is open, and a glowing ball of molten metal can be seen at the other end as long as the mortar has at least 1 charge remaining.
|
||||
The mortar has 4 charges for the following properties. It regains 1d4 expended charges daily at dawn.
|
||||
Molten Spray: You can expend 1 charge as an action to loose a 30-foot cone of molten mizzium. Each creature in the area must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one.
|
||||
Mizzium Bombard: You can expend 3 charges as an action to launch a hail of molten projectiles in a 20-foot-radius, 40-foot-high cylinder centered on a point you can see within 60 feet of you. Each creature in the area must make a DC 15 Dexterity saving throw. A creature takes 5d8 fire damage on a failed save, or half as much damage on a successful one.
|
||||
Source: Guildmasters' Guide to Ravnica p. 179</text>
|
||||
<roll>1d4</roll>
|
||||
<roll>5d4</roll>
|
||||
<roll>5d8</roll>
|
||||
</item>
|
||||
<item>
|
||||
<name>Moodmark Paint</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>This thick, black paint is stored in a small jar, containing enough paint to apply moodmarks to one creature. The paint is dabbed on the face in spots or markings that often resemble the eyes of insects or spiders. Applying the paint in this way takes 1 minute.
|
||||
For the next 8 hours, the marks change to reflect your mental state. A creature that can see you and makes a successful DC 10 Wisdom (Insight) check can discern whether you are happy, sad, angry, disgusted, surprised, or afraid, as well as the main source of that emotion. For example, you might communicate fear caused by a monster you just saw around the corner, grief at the loss of a friend, or happiness derived from pride in your performance in combat. A dark elf has advantage on this check.
|
||||
Source: Guildmasters' Guide to Ravnica p. 180</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Orzhov Guild Signet</name>
|
||||
<detail></detail>
|
||||
<type>RG</type>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>This ring, adorned with the symbol of Orzhov, allows you to cast command. A guild signet is sometimes awarded to a guild member whose renown score in that guild is 5 or higher, as a reward for performing special services for the guild. Aside from its magical properties, the ring is also an indicator of Orzhov's recognition and favor.
|
||||
A signet has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing it, you can expend 1 charge to cast the associated spell (save DC 13).
|
||||
Source: Guildmasters' Guide to Ravnica p. 178</text>
|
||||
<roll>1d3</roll>
|
||||
</item>
|
||||
<item>
|
||||
<name>Orzhov Keyrune</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>This keyrune is carved from white marble with veins of black. The end is shaped like a thrull's head, with a gold faceplate affixed. On command, the keyrune transforms into a winged thrull for up to 2 hours. If you don't come from an Orzhov oligarch family, it serves you grudgingly, clownishly aping your movements and mannerisms while carrying out your orders.
|
||||
When you use an action to speak the item's command word and place the keyrune on the ground in an unoccupied space within 5 feet of you, the keyrune transforms into a winged thrull. If there isn't enough space for the creature, the keyrune doesn't transform.
|
||||
The creature is friendly to you, your companions, and other members of your guild (unless those guild members are hostile to you). It understands your languages and obeys your spoken commands. If you issue no commands, the creature takes the Dodge action and moves to avoid danger.
|
||||
At the end of the duration, the creature reverts to its keyrune form. It reverts early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature reverts to its keyrune form, it can't transform again until 36 hours have passed.
|
||||
Source: Guildmasters' Guide to Ravnica p. 178</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Pariah's Shield</name>
|
||||
<detail>Shield</detail>
|
||||
<type>S</type>
|
||||
<weight>6</weight>
|
||||
<property></property>
|
||||
<ac>2</ac>
|
||||
<text>Soldiers of the Boros Legion consider it an honor to bear this shield, even knowing that it might be the last honor they receive. The front of the shield is sculpted to depict a grieving human face.
|
||||
You gain a +1 bonus to AC for every two allies within 5 feet of you (up to a maximum of +3) while you wield this shield. This bonus is in addition to the shield's normal bonus to AC.
|
||||
When a creature you can see within 5 feet of you takes damage, you can use your reaction to take that damage, instead of the creature taking it. When you do so, the damage type changes to force.
|
||||
Source: Guildmasters' Guide to Ravnica p. 180</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Peregrine Mask</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>While wearing this winged helm, you have a flying speed of 60 feet. In addition, you have advantage on initiative rolls.
|
||||
Source: Guildmasters' Guide to Ravnica p. 180</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Platinum 10-Zino Coin</name>
|
||||
<detail></detail>
|
||||
<type>$</type>
|
||||
<weight></weight>
|
||||
<value>10.0</value>
|
||||
<property></property>
|
||||
<text>Source: Guildmasters' Guide to Ravnica p. 9</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Platinum 100-Zino Coin</name>
|
||||
<detail></detail>
|
||||
<type>$</type>
|
||||
<weight></weight>
|
||||
<value>100.0</value>
|
||||
<property></property>
|
||||
<text>Source: Guildmasters' Guide to Ravnica p. 9</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Pyroconverger</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>A Pyroconverger is an Izzet-made flamethrower. It carries a risk of malfunction each time you use it.
|
||||
As an action, you can cause the Pyroconverger to project fire in a 10-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one.
|
||||
Each time you use the Pyroconverger, roll a d10 and add the number of times you have used it since your last long rest. If the total is 11 or higher, the Pyroconverger malfunctions: you take 4d6 fire damage, and you can't use the Pyroconverger again until you finish a long rest.
|
||||
Source: Guildmasters' Guide to Ravnica p. 180</text>
|
||||
<roll>4d6</roll>
|
||||
</item>
|
||||
<item>
|
||||
<name>Rakdos Guild Signet</name>
|
||||
<detail></detail>
|
||||
<type>RG</type>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>This ring, adorned with the symbol of Rakdos, allows you to cast hellish rebuke. A guild signet is sometimes awarded to a guild member whose renown score in that guild is 5 or higher, as a reward for performing special services for the guild. Aside from its magical properties, the ring is also an indicator of Rakdos' recognition and favor.
|
||||
A signet has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing it, you can expend 1 charge to cast the associated spell (save DC 13).
|
||||
Source: Guildmasters' Guide to Ravnica p. 178</text>
|
||||
<roll>1d3</roll>
|
||||
</item>
|
||||
<item>
|
||||
<name>Rakdos Keyrune</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>This dark granite keyrune is marbled with scarlet veins and carved with the leering visage of a mischievous demon. When activated, it transforms into a cackler for up to 1 hour.
|
||||
When you use an action to speak the item's command word and place the keyrune on the ground in an unoccupied space within 5 feet of you, the keyrune transforms into a cackler. If there isn't enough space for the creature, the keyrune doesn't transform.
|
||||
The creature is friendly to you, your companions, and other members of your guild (unless those guild members are hostile to you). It understands your languages and obeys your spoken commands. If you issue no commands, the creature takes the Dodge action and moves to avoid danger.
|
||||
At the end of the duration, the creature reverts to its keyrune form. It reverts early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature reverts to its keyrune form, it can't transform again until 36 hours have passed.
|
||||
Source: Guildmasters' Guide to Ravnica p. 178</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Rakdos Riteknife</name>
|
||||
<detail>Melee Weapon</detail>
|
||||
<type>M</type>
|
||||
<weight>1</weight>
|
||||
<property>F,L,T</property>
|
||||
<dmg1>1d4</dmg1>
|
||||
<dmgType>P</dmgType>
|
||||
<range>20/60</range>
|
||||
<text>You gain a +1 bonus to attack and damage rolls made with this magic weapon. Its blade is cruelly serrated, and its hilt resembles a demonic head and wings. Whenever you slay a creature with an attack using the dagger, the creature's soul is imprisoned inside the dagger, and that creature can be restored to life only by a wish spell. The dagger can hold a maximum of five souls.
|
||||
For each soul imprisoned in the dagger, your attacks with it deal an extra 1d4 necrotic damage on a hit. While the dagger is within 5 feet of you, your dreams are haunted by whispers from the trapped souls.
|
||||
The dagger has the following additional properties.
|
||||
Siphon Vitality: As a bonus action, you can release any number of stored souls from the dagger to regain 1d10 hit points per soul released.
|
||||
Annihilation: If the dagger holds five souls, you can use this property: As a reaction immediately after you hit a creature with the dagger and deal damage to that target, you can release all five souls. If the target now has fewer than 75 hit points, it must succeed on a DC 15 Constitution saving throw or die. If the target dies, you can't use this property again until you finish a long rest.
|
||||
Source: Guildmasters' Guide to Ravnica p. 180</text>
|
||||
<roll>1d4</roll>
|
||||
<roll>1d10</roll>
|
||||
</item>
|
||||
<item>
|
||||
<name>Selesnya Guild Signet</name>
|
||||
<detail></detail>
|
||||
<type>RG</type>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>This ring, adorned with the symbol of Selesnya, allows you to cast charm person. A guild signet is sometimes awarded to a guild member whose renown score in that guild is 5 or higher, as a reward for performing special services for the guild. Aside from its magical properties, the ring is also an indicator of Selesnya's recognition and favor.
|
||||
A signet has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing it, you can expend 1 charge to cast the associated spell (save DC 13).
|
||||
Source: Guildmasters' Guide to Ravnica p. 178</text>
|
||||
<roll>1d3</roll>
|
||||
</item>
|
||||
<item>
|
||||
<name>Selesnya Keyrune</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>Carved from white and green marble in the shape of a wolf's head, this keyrune transforms into a dire wolf. The wolf persists for 8 hours. Its Intelligence is 6, and it understands Elvish and Sylvan but can't speak those languages. While it is within 1 mile of you, you can communicate with each other telepathically.
|
||||
When you use an action to speak the item's command word and place the keyrune on the ground in an unoccupied space within 5 feet of you, the keyrune transforms into a dire wolf. If there isn't enough space for the creature, the keyrune doesn't transform.
|
||||
The creature is friendly to you, your companions, and other members of your guild (unless those guild members are hostile to you). It understands your languages and obeys your spoken commands. If you issue no commands, the creature takes the Dodge action and moves to avoid danger.
|
||||
At the end of the duration, the creature reverts to its keyrune form. It reverts early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature reverts to its keyrune form, it can't transform again until 36 hours have passed.
|
||||
Source: Guildmasters' Guide to Ravnica p. 178</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Silver 25-Zib Coin</name>
|
||||
<detail></detail>
|
||||
<type>$</type>
|
||||
<weight></weight>
|
||||
<value>0.25</value>
|
||||
<property></property>
|
||||
<text>Source: Guildmasters' Guide to Ravnica p. 9</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Simic Guild Signet</name>
|
||||
<detail></detail>
|
||||
<type>RG</type>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>This ring, adorned with the symbol of Simic, allows you to cast expeditious retreat. A guild signet is sometimes awarded to a guild member whose renown score in that guild is 5 or higher, as a reward for performing special services for the guild. Aside from its magical properties, the ring is also an indicator of Simic's recognition and favor.
|
||||
A signet has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing it, you can expend 1 charge to cast the associated spell (save DC 13).
|
||||
Source: Guildmasters' Guide to Ravnica p. 178</text>
|
||||
<roll>1d3</roll>
|
||||
</item>
|
||||
<item>
|
||||
<name>Simic Keyrune</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>This keyrune is assembled from coral, mother-of-pearl, and chrome and adorned with the spirals and curves characteristic of Simic ornamentation. The head resembles the shell of a sea creature. On command, the keyrune turns into a category 1 krasis that has the Grabber and Stabilizing Legs adaptations. The transformation lasts for up to 5 hours.
|
||||
When you use an action to speak the item's command word and place the keyrune on the ground in an unoccupied space within 5 feet of you, the keyrune transforms into a category 1 krasis that has the Grabber and Stabilizing Legs adaptations. If there isn't enough space for the creature, the keyrune doesn't transform.
|
||||
The creature is friendly to you, your companions, and other members of your guild (unless those guild members are hostile to you). It understands your languages and obeys your spoken commands. If you issue no commands, the creature takes the Dodge action and moves to avoid danger.
|
||||
At the end of the duration, the creature reverts to its keyrune form. It reverts early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature reverts to its keyrune form, it can't transform again until 36 hours have passed.
|
||||
Source: Guildmasters' Guide to Ravnica p. 178</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Skyblinder Staff</name>
|
||||
<detail>Staff</detail>
|
||||
<type>ST</type>
|
||||
<weight>4</weight>
|
||||
<property>V</property>
|
||||
<dmg1>1d6</dmg1>
|
||||
<dmg2>1d8</dmg2>
|
||||
<dmgType>B</dmgType>
|
||||
<text>You gain a +1 bonus to attack and damage rolls made with this magic quarterstaff. While holding it, you gain a +1 bonus to spell attack rolls.
|
||||
If a flying creature you can see within 30 feet of you makes an attack roll against you, you can use your reaction to hold the staff aloft and cause it to flare with light. The attacker has disadvantage on the attack roll, and it must succeed on a DC 15 Constitution saving throw or be blinded until the start of its next turn.
|
||||
Source: Guildmasters' Guide to Ravnica p. 181</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Spies' Murmur</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>This headpiece, crafted from dark metal, is worn curved around the ear. If you know a creature wearing another Spies' Murmur and that creature is within 1 mile of you, you can communicate telepathically with each other. As a bonus action, you can allow that creature to hear everything you hear for 1 hour. You can end this effect as a bonus action, and it ends if you're incapacitated.
|
||||
Source: Guildmasters' Guide to Ravnica p. 181</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Sunforger</name>
|
||||
<detail>Melee Weapon</detail>
|
||||
<type>M</type>
|
||||
<weight>2</weight>
|
||||
<property>V</property>
|
||||
<dmg1>1d8</dmg1>
|
||||
<dmg2>1d10</dmg2>
|
||||
<dmgType>B</dmgType>
|
||||
<text>You gain a +2 bonus to attack and damage rolls made with this magic weapon.
|
||||
As an action, you can hurl the weapon up to 120 feet to a point you can see. When it reaches that point, the weapon vanishes in an explosion, and each creature in a 20-foot-radius sphere centered on that point must make a DC 15 Dexterity saving throw, taking 6d6 fire damage on a failed save, or half as much damage on a successful one. Afterward, you can use an action to cause the weapon to reappear in your empty hand. You can't cause it to explode again until you finish a short or long rest.
|
||||
If you don't call the weapon back to your hand, it reappears at the point where it exploded when you are no longer attuned to it or when 24 hours have passed.
|
||||
Source: Guildmasters' Guide to Ravnica p. 181</text>
|
||||
<roll>6d6</roll>
|
||||
</item>
|
||||
<item>
|
||||
<name>Sword of the Paruns</name>
|
||||
<detail>Melee Weapon</detail>
|
||||
<type>M</type>
|
||||
<weight>3</weight>
|
||||
<property>V</property>
|
||||
<dmg1>1d8</dmg1>
|
||||
<dmg2>1d10</dmg2>
|
||||
<dmgType>S</dmgType>
|
||||
<text>You gain a +1 bonus to attack and damage rolls made with this magic weapon. Additionally, once on each of your turns, you can use one of the following properties if you're holding the sword:
|
||||
• Immediately after you use the Attack action to attack with the sword, you can enable one creature within 60 feet of you to use its reaction to make one weapon attack.
|
||||
• Immediately after you take the Dash action, you can enable one creature within 60 feet of you to use its reaction to move up to its speed.
|
||||
• Immediately after you take the Dodge action, you can enable one creature within 60 feet of you to use its reaction to gain the benefits of the Dodge action.
|
||||
Source: Guildmasters' Guide to Ravnica p. 181</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Voyager Staff</name>
|
||||
<detail>Staff</detail>
|
||||
<type>ST</type>
|
||||
<weight>4</weight>
|
||||
<property>V</property>
|
||||
<dmg1>1d6</dmg1>
|
||||
<dmg2>1d8</dmg2>
|
||||
<dmgType>B</dmgType>
|
||||
<text>You gain a +1 bonus to attack and damage rolls made with this magic quarterstaff. While you hold it, you gain a +1 bonus to spell attack rolls.
|
||||
This staff has 10 charges. While holding it, you can use an action to expend 1 or more of the staff's charges to cast one of the following spells from it, using your spell save DC: banishment (4 charges), blink (3 charges), misty step (2 charges), passwall (5 charges), or teleport (7 charges).
|
||||
The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff vanishes forever.
|
||||
Source: Guildmasters' Guide to Ravnica p. 181</text>
|
||||
<roll>1d6+4</roll>
|
||||
</item>
|
||||
<item>
|
||||
<name>Guild Keyrune</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>Associated with a particular guild, a guild keyrune is a ceremonial, stylized key, about 1 foot long, made from carved stone. Not a literal key, the item is a badge of authority that gives its bearer access to privileged places in its guild's headquarters and outposts. At the DM's discretion, a character might be given a keyrune upon attaining a renown score of 25 in their guild.
|
||||
Azorius Keyrune
|
||||
Boros Keyrune
|
||||
Dimir Keyrune
|
||||
Golgari Keyrune
|
||||
Gruul Keyrune
|
||||
Izzet Keyrune
|
||||
Orzhov Keyrune
|
||||
Rakdos Keyrune
|
||||
Selesnya Keyrune
|
||||
Simic Keyrune
|
||||
Source: Guildmasters' Guide to Ravnica p. 177</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Guild Signet</name>
|
||||
<detail></detail>
|
||||
<type>RG</type>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>A guild signet is sometimes awarded to a guild member whose renown score in that guild is 5 or higher, as a reward for performing special services for the guild. Aside from its magical properties, the ring is also an indicator of the guild's recognition and favor.
|
||||
Azorius Guild Signet
|
||||
Boros Guild Signet
|
||||
Dimir Guild Signet
|
||||
Golgari Guild Signet
|
||||
Gruul Guild Signet
|
||||
Izzet Guild Signet
|
||||
Orzhov Guild Signet
|
||||
Rakdos Guild Signet
|
||||
Selesnya Guild Signet
|
||||
Simic Guild Signet
|
||||
Source: Guildmasters' Guide to Ravnica p. 178</text>
|
||||
</item>
|
||||
</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>
|
||||
2
FightClub5eXML/Sources/GuildmastersGuideToRavnica/spells-ggr.xml
Executable file → Normal file
2
FightClub5eXML/Sources/GuildmastersGuideToRavnica/spells-ggr.xml
Executable file → Normal file
@@ -2,6 +2,7 @@
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<spell>
|
||||
<name>Encode Thoughts</name>
|
||||
<classes></classes>
|
||||
<level>0</level>
|
||||
<school>EN</school>
|
||||
<ritual>NO</ritual>
|
||||
@@ -9,7 +10,6 @@
|
||||
<range>Self</range>
|
||||
<components>S</components>
|
||||
<duration>8 hours</duration>
|
||||
<classes></classes>
|
||||
<text>Putting a finger to your head, you pull a memory, an idea, or a message from your mind and transform it into a tangible string of glowing energy called a thought strand, which persists for the duration or until you cast this spell again. The thought strand appears in an unoccupied space within 5 feet of you as a Tiny, weightless, semisolid object that can be held and carried like a ribbon. It is otherwise stationary.
|
||||
If you cast this spell while concentrating on a spell or an ability that allows you to read or manipulate the thoughts of others (such as detect thoughts or modify memory), you can transform the thoughts or memories you read, rather than your own, into a thought strand.
|
||||
Casting this spell while holding a thought strand allows you to instantly receive whatever memory, idea, or message the thought strand contains. (Casting detect thoughts on the strand has the same effect.)
|
||||
|
||||
@@ -0,0 +1,75 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<spell>
|
||||
<name>Animate Dead</name>
|
||||
<classes>Druid (Spores)</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Blight</name>
|
||||
<classes>Druid (Spores)</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Blindness/Deafness</name>
|
||||
<classes>Druid (Spores)</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Cloudkill</name>
|
||||
<classes>Druid (Spores)</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Command</name>
|
||||
<classes>Cleric (Order)</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Commune</name>
|
||||
<classes>Cleric (Order)</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Compulsion</name>
|
||||
<classes>Cleric (Order)</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Confusion</name>
|
||||
<classes>Druid (Spores)</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Contagion</name>
|
||||
<classes>Druid (Spores)</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Dominate Person</name>
|
||||
<classes>Cleric (Order)</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Gaseous Form</name>
|
||||
<classes>Druid (Spores)</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Gentle Repose</name>
|
||||
<classes>Druid (Spores)</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Heroism</name>
|
||||
<classes>Cleric (Order)</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Hold Person</name>
|
||||
<classes>Cleric (Order)</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Locate Creature</name>
|
||||
<classes>Cleric (Order)</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Mass Healing Word</name>
|
||||
<classes>Cleric (Order)</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Slow</name>
|
||||
<classes>Cleric (Order)</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Zone of Truth</name>
|
||||
<classes>Cleric (Order)</classes>
|
||||
</spell>
|
||||
</compendium>
|
||||
81
FightClub5eXML/Sources/HoardOfTheDragonQueen/items-hotdq.xml
Normal file
81
FightClub5eXML/Sources/HoardOfTheDragonQueen/items-hotdq.xml
Normal file
@@ -0,0 +1,81 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<item>
|
||||
<name>Black Dragon Mask</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>This horned mask of glossy ebony has horns and a skull-like mien. The mask reshapes to fit a wearer attuned to it. While you are wearing the mask and attuned to it, you can access the following properties.
|
||||
Damage Absorption: You have damage resistance to acid. If you already have damage resistance to acid from another source, you gain immunity to acid damage. If you already have immunity to acid damage from another source, you regain hit points equal to half of any acid damage you are dealt.
|
||||
Draconic Majesty: While you are wearing no armor, you can add your Charisma bonus to your Armor Class.
|
||||
Dragon Breath: If you have a breath weapon that requires rest to recharge, it gains a recharge of 6.
|
||||
Dragon Sight: You gain darkvision with a radius of 60 feet, or an additional 60 feet of darkvision if you already have that sense. Once per day, you can gain blindsight out to a range of 30 feet for 5 minutes.
|
||||
Dragon Tongue: You can speak and understand Draconic. You also have advantage on any Charisma check you make against Black dragons.
|
||||
Legendary Resistance: (1/Day) If you fail a saving throw, you can choose to succeed instead.
|
||||
Water Breathing: You can breathe underwater.
|
||||
Source: Hoard of the Dragon Queen p. 94</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Dragongleam</name>
|
||||
<detail>simple Weapon, Melee Weapon</detail>
|
||||
<type>M</type>
|
||||
<weight>3</weight>
|
||||
<property>T,V</property>
|
||||
<dmg1>1d6</dmg1>
|
||||
<dmg2>1d8</dmg2>
|
||||
<dmgType>P</dmgType>
|
||||
<range>20/60</range>
|
||||
<text>This spear is enchanted with 10 charges of a daylight spell for use in twilight or dark forest underbrush. The command phrase is "Tiamat's eyes shine," written in Draconic runes on the spear's crossguard.
|
||||
Source: Hoard of the Dragon Queen p. 69</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Hazirawn</name>
|
||||
<detail>Melee Weapon</detail>
|
||||
<type>M</type>
|
||||
<weight>6</weight>
|
||||
<property>H,2H</property>
|
||||
<dmg1>2d6</dmg1>
|
||||
<dmgType>S</dmgType>
|
||||
<text>A sentient (neutral evil) greatsword, Hazirawn is capable of speech in Common and Netherese. Even if you aren't attuned to the sword, you gain a +1 bonus to attack and damage rolls made with this weapon. If you are not attuned to Hazirawn, you deal an extra 1d6 necrotic damage when you hit with the weapon.
|
||||
Increased Potency: While you are attuned to this weapon, its bonus on attack and damage rolls increases to +2, and a hit deals an extra 2d6 necrotic damage (instead of 1d6).
|
||||
Spells: Hazirawn has 4 charges to cast spells. As long as the sword is attuned to you and you are holding it in your hand, you can cast detect magic (1 charge), detect evil and good (1 charge), or detect thoughts (2 charges). Each night at midnight, Hazirawn regains 1d4 expended charges.
|
||||
Wounding: While you are attuned to the weapon, any creature that you hit with Hazirawn can't regain hit points for 1 minute. The target can make a DC 15 Constitution saving throw at the end of each of its turns, ending this effect early on a success.
|
||||
Source: Hoard of the Dragon Queen p. 94</text>
|
||||
<roll>1d6</roll>
|
||||
<roll>2d6</roll>
|
||||
<roll>1d4</roll>
|
||||
</item>
|
||||
<item>
|
||||
<name>Insignia of Claws</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>The jewels in the insignia of the Cult of the Dragon flare with purple light when you enter combat, empowering your natural fists or natural weapons.
|
||||
While wearing the insignia you gain a +1 bonus to the attack rolls and the damage rolls you make with unarmed strikes and natural weapons. Such attacks are considered to be magical.
|
||||
Source: Hoard of the Dragon Queen p. 94</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Tankard of Plenty</name>
|
||||
<detail>Other</detail>
|
||||
<type>G</type>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>This golden stein is decorated with dancing dwarves and grain patterns. Speaking the command word ("Illefarn") while grasping the handle fills the tankard with three pints of rich dwarven ale. This power can be used up to three times per day.
|
||||
Source: Hoard of the Dragon Queen p. 74</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Wand of Winter</name>
|
||||
<detail></detail>
|
||||
<type>WD</type>
|
||||
<weight>1</weight>
|
||||
<property></property>
|
||||
<text>This wand looks and feels like an icicle. You must be attuned to the wand to use it.
|
||||
The wand has 7 charges, which are used to fuel the spells within it. With the wand in hand, you can use your action to cast one of the following spells from the wand, even if you are incapable of casting spells: ray of frost (no charges, or 1 charge to cast at 5th level; +5 to hit with ranged spell attack), sleet storm (3 charges; spell save DC 15), or ice storm (4 charges; spell save DC 15). No components are required. The wand regains 1d6 + 1 expended charges each day at dawn. If you expend the wand's last charge, roll a d20. On a 20, the wand melts away, forever destroyed.
|
||||
Source: Hoard of the Dragon Queen p. 94</text>
|
||||
<roll>1d6+1</roll>
|
||||
</item>
|
||||
</compendium>
|
||||
@@ -1,119 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<!-- Monsters -->
|
||||
<monster>
|
||||
<name>Demogorgon (monstrosity)</name>
|
||||
<size>M</size>
|
||||
<type>monstrosity</type>
|
||||
<alignment>Unaligned</alignment>
|
||||
<ac>15 (natural armor)</ac>
|
||||
<hp>60 (8d8+24)</hp>
|
||||
<speed>walk 30 ft.</speed>
|
||||
<str>16</str>
|
||||
<dex>12</dex>
|
||||
<con>16</con>
|
||||
<int>3</int>
|
||||
<wis>12</wis>
|
||||
<cha>5</cha>
|
||||
<save></save>
|
||||
<skill>Perception +3, Stealth +5</skill>
|
||||
<passive>13</passive>
|
||||
<languages></languages>
|
||||
<cr>4</cr>
|
||||
<resist></resist>
|
||||
<immune></immune>
|
||||
<vulnerable></vulnerable>
|
||||
<conditionImmune></conditionImmune>
|
||||
<senses>blindsight 60 ft.</senses>
|
||||
<trait>
|
||||
<name>Keen Smell</name>
|
||||
<text>The demogorgon has advantage on Wisdom (Perception) checks that rely on smell.</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Blood Frenzy</name>
|
||||
<text>The demogorgon has advantage on melee attack rolls against any creature that doesn't have all its hit points.</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Regeneration</name>
|
||||
<text>The demogorgon regains 10 hit points at the start of its turn. If the demogorgon takes acid or fire damage, this trait doesn't function at the start of the demogorgon's next turn. The demogorgon dies only if it starts its turn with 0 hit points and doesn't regenerate.</text>
|
||||
</trait>
|
||||
<action>
|
||||
<name>Multiattack</name>
|
||||
<text>The demogorgon makes three attacks: one with its bite and two with its claws.</text>
|
||||
</action>
|
||||
<action>
|
||||
<name>Bite</name>
|
||||
<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) piercing damage.</text>
|
||||
<attack>Bite|5|1d8+3</attack>
|
||||
</action>
|
||||
<action>
|
||||
<name>Claw</name>
|
||||
<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 12 (2d8 + 3) slashing damage.</text>
|
||||
<attack>Claw|5|2d8+3</attack>
|
||||
</action>
|
||||
<description>Source: Hunt for the Thessalhydra</description>
|
||||
<environment></environment>
|
||||
</monster>
|
||||
<monster>
|
||||
<name>Thessalhydra</name>
|
||||
<size>H</size>
|
||||
<type>monstrosity</type>
|
||||
<alignment>Unaligned</alignment>
|
||||
<ac>14 (natural armor)</ac>
|
||||
<hp>69 (6d12+30)</hp>
|
||||
<speed>walk 30 ft., swim 30 ft.</speed>
|
||||
<str>19</str>
|
||||
<dex>12</dex>
|
||||
<con>20</con>
|
||||
<int>5</int>
|
||||
<wis>10</wis>
|
||||
<cha>7</cha>
|
||||
<save></save>
|
||||
<skill>Perception +4</skill>
|
||||
<passive>14</passive>
|
||||
<languages></languages>
|
||||
<cr>4</cr>
|
||||
<resist></resist>
|
||||
<immune>acid</immune>
|
||||
<vulnerable></vulnerable>
|
||||
<conditionImmune>blinded, charmed, deafened, frightened, stunned</conditionImmune>
|
||||
<senses>darkvision 60 ft.</senses>
|
||||
<action>
|
||||
<name>Multiattack</name>
|
||||
<text>The thessalhydra makes one maw attack and one Flurry of Bites.</text>
|
||||
</action>
|
||||
<action>
|
||||
<name>Flurry of Bites</name>
|
||||
<text>Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 7 (1d6 + 4) piercing damage plus 10 (4d4) poison damage.</text>
|
||||
<attack>Flurry of Bites|7|1d6+4</attack>
|
||||
</action>
|
||||
<action>
|
||||
<name>Maw</name>
|
||||
<text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 9 (1d10 + 4) piercing damage plus 5 (1d10) acid damage.</text>
|
||||
<attack>Maw|7|1d10+4</attack>
|
||||
</action>
|
||||
<action>
|
||||
<name>Tail Pincer</name>
|
||||
<text>Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 10 (1d12 + 4) slashing damage, and the target is grappled. As an action, the target can escape the grapple by succeeding on a DC 14 Strength (Athletics) or Dexterity (Acrobatics) check (its choice). Until this grapple ends, the thessalhydra can't use its tail pincer.</text>
|
||||
<attack>Tail Pincer|7|1d12+4</attack>
|
||||
</action>
|
||||
<action>
|
||||
<name>Acid Saliva (Recharge 5-6)</name>
|
||||
<text>The thessalhydra spits a glob of acid at a point it can see within 30 feet of it. Each creature within 10 feet of that point must make a DC 15 Dexterity saving throw, taking 18 (4d8) acid damage on a failed save, or half as much damage on a successful one.</text>
|
||||
</action>
|
||||
<legendary>
|
||||
<text>The monstrosity can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The monstrosity regains spent legendary actions at the start of its turn.</text>
|
||||
</legendary>
|
||||
<legendary>
|
||||
<name>Detect</name>
|
||||
<text>The thessalhydra makes a Wisdom (Perception) check with advantage.</text>
|
||||
</legendary>
|
||||
<legendary>
|
||||
<name>Tail Swipe</name>
|
||||
<text>The thessalhydra makes a tail pincer attack.</text>
|
||||
</legendary>
|
||||
<description>The thessalhydra is a strange and terrible creature with eight heads surrounding a large, circular mouth rimmed with jagged teeth. Its maw drips with acid, and its tail ends with a pair of sharp pincers. The thessalhydra is gluttonous and damaging to any environment.
|
||||
Source: Hunt for the Thessalhydra, Infernal Machine Rebuild</description>
|
||||
<environment></environment>
|
||||
</monster>
|
||||
</compendium>
|
||||
15
FightClub5eXML/Sources/HuntForTheThesselhydra/items-hftt.xml
Normal file
15
FightClub5eXML/Sources/HuntForTheThesselhydra/items-hftt.xml
Normal file
@@ -0,0 +1,15 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<item>
|
||||
<name>Winter's Dark Bite</name>
|
||||
<detail>Melee Weapon</detail>
|
||||
<type>M</type>
|
||||
<weight>6</weight>
|
||||
<property>H,2H</property>
|
||||
<dmg1>2d6</dmg1>
|
||||
<dmgType>S</dmgType>
|
||||
<text>You have a +1 bonus to attack and damage rolls made with this magic weapon.
|
||||
This greatsword is made of an unknown black metal. In most cases, it works as a +1 greatsword. But when used against a thessalhydra, it works as a +3 greatsword. While in the Upside Down, it works as a +4 greatsword.
|
||||
Source: Hunt for the Thessalhydra p. 4</text>
|
||||
</item>
|
||||
</compendium>
|
||||
6
FightClub5eXML/Sources/IcewindDaleRimeOfTheFrostmaiden/spells-idrotf.xml
Executable file → Normal file
6
FightClub5eXML/Sources/IcewindDaleRimeOfTheFrostmaiden/spells-idrotf.xml
Executable file → Normal file
@@ -2,6 +2,7 @@
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<spell>
|
||||
<name>Blade of Disaster</name>
|
||||
<classes>Wizard</classes>
|
||||
<level>9</level>
|
||||
<school>C</school>
|
||||
<ritual>NO</ritual>
|
||||
@@ -9,7 +10,6 @@
|
||||
<range>60 feet</range>
|
||||
<components>V, S</components>
|
||||
<duration>Concentration, up to 1 minute</duration>
|
||||
<classes>Wizard</classes>
|
||||
<text>You create a blade-shaped planar rift about 3 feet long in an unoccupied space you can see within range. The blade lasts for the duration. When you cast this spell, you can make up to two melee spell attacks with the blade, each one against a creature, loose object, or structure within 5 feet of the blade. On a hit, the target takes 4d12 force damage. This attack scores a critical hit if the number on the d20 is 18 or higher. On a critical hit, the blade deals an extra 8d12 force damage (for a total of 12d12 force damage).
|
||||
As a bonus action on your turn, you can move the blade up to 30 feet to an unoccupied space you can see and then make up to two melee spell attacks with it again.
|
||||
The blade can harmlessly pass through any barrier, including a wall of force.
|
||||
@@ -20,6 +20,7 @@ Source: Icewind Dale: Rime of the Frostmaiden p. 318</text>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Create Magen</name>
|
||||
<classes>Wizard</classes>
|
||||
<level>7</level>
|
||||
<school>T</school>
|
||||
<ritual>NO</ritual>
|
||||
@@ -27,7 +28,6 @@ Source: Icewind Dale: Rime of the Frostmaiden p. 318</text>
|
||||
<range>Touch</range>
|
||||
<components>V, S, M (a vial of quicksilver worth 500 gp and a life-sized human doll, both of which the spell consumes, and an intricate crystal rod worth at least 1,500 gp that is not consumed)</components>
|
||||
<duration>Instantaneous</duration>
|
||||
<classes>Wizard</classes>
|
||||
<text>While casting the spell, you place a vial of quicksilver in the chest of a life-sized human doll stuffed with ash or dust. You then stitch up the doll and drip your blood on it. At the end of the casting, you tap the doll with a crystal rod, transforming it into a magen clothed in whatever the doll was wearing. The type of magen is chosen by you during the casting of the spell. See appendix C for different kinds of magen and their statistics.
|
||||
When the magen appears, your hit point maximum decreases by an amount equal to the magen's challenge rating (minimum reduction of 1). Only a wish spell can undo this reduction to your hit point maximum.
|
||||
Any magen you create with this spell obeys your commands without question.
|
||||
@@ -35,6 +35,7 @@ Source: Icewind Dale: Rime of the Frostmaiden p. 318</text>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Frost Fingers</name>
|
||||
<classes>Wizard</classes>
|
||||
<level>1</level>
|
||||
<school>EV</school>
|
||||
<ritual>NO</ritual>
|
||||
@@ -42,7 +43,6 @@ Source: Icewind Dale: Rime of the Frostmaiden p. 318</text>
|
||||
<range>Self (15-foot cone)</range>
|
||||
<components>V, S</components>
|
||||
<duration>Instantaneous</duration>
|
||||
<classes>Wizard</classes>
|
||||
<text>Freezing cold blasts from your fingertips in a 15-foot cone. Each creature in that area must make a Constitution saving throw, taking 2d8 cold damage on a failed save, or half as much damage on a successful one.
|
||||
The cold freezes nonmagical liquids in the area that aren't being worn or carried.
|
||||
At Higher Levels:
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
255
FightClub5eXML/Sources/InfernalMachineRebuild/items-imr.xml
Normal file
255
FightClub5eXML/Sources/InfernalMachineRebuild/items-imr.xml
Normal file
@@ -0,0 +1,255 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<item>
|
||||
<name>Blood of the Lycanthrope</name>
|
||||
<detail>Poison</detail>
|
||||
<type>G</type>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>This poison is created from blood harvested from a dead or incapacitated lycanthrope in its animal or hybrid form. A creature subjected to this poison must succeed on a DC 12 Constitution saving throw or be cursed with lycanthropy (see the Monster Manual). The curse lasts until removed by the remove curse spell or similar magic.
|
||||
The type of lycanthropy depends on the lycanthrope used to create the poison. To determine the type of lycanthropy randomly, roll a d6:
|
||||
d6 | Lycanthropy
|
||||
1-3 | Wererat
|
||||
4-5 | Werewolf
|
||||
6 | Wereboar
|
||||
Source: Infernal Machine Rebuild p. 93</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Blood of the Lycanthrope Antidote</name>
|
||||
<detail></detail>
|
||||
<type>P</type>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>This clear potion has dark red flecks within, resembling clotted blood. When you drink this potion, it removes the curse of lycanthropy from you if that curse was imposed by a lycanthrope's bite or similar effect.
|
||||
Source: Infernal Machine Rebuild p. 94</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Bridle of Capturing</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>This fine leather bridle tugs at the hand when first held, as though it longs to reach out for a beast nearby. When you hold one end of the bridle, you can use an action to speak its command word, causing the other end to lash out at a beast you can see within 20 feet of you. The target must succeed on a DC 17 Charisma saving throw or have the bridle tie itself around its neck, then fall under your command as if subjected to the dominate beast spell. Once the targeted is affected, you do not need to hold the other end of the bridle to command it. With a successful saving throw, the target becomes immune to the bridle's power until the next dawn.
|
||||
A creature controlled by the bridle can be released by the creature that bound it as a bonus action. A creature controlled by the bridle can make a DC 17 Charisma check each day at dawn. On a success, the creature is no longer affected by the bridle.
|
||||
Source: Infernal Machine Rebuild p. 94</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Crown of the Forest</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>While wearing this crown, a character automatically fails any Intelligence (Investigation) check made to see through an illusion. An illusion that is touched still has its true nature revealed. However, a character wearing a crown has such a strong sense that the illusion is real that they might not know which of their senses to believe.
|
||||
If this crown is closely examined by a character who succeeds on a DC 20 Intelligence (Nature) or Wisdom (Perception) check, or with a detect magic spell cast using a 3rd-level or higher spell slot, the nature of its magic is discovered.
|
||||
Source: Infernal Machine Rebuild p. 7</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Dust of the Mummy</name>
|
||||
<detail>Poison</detail>
|
||||
<type>G</type>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>This poison is created during a mummy's embalming process, distilled from the dead creature's removed organs. A creature subjected to this poison must succeed on a DC 12 Constitution saving throw or be cursed with mummy rot. The cursed creature can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the creature's hit point maximum to 0, the creature dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or similar magic.
|
||||
Source: Infernal Machine Rebuild p. 93</text>
|
||||
<roll>3d6</roll>
|
||||
</item>
|
||||
<item>
|
||||
<name>Ioun Stone of Vitality</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
|
||||
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
|
||||
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
|
||||
You gain a +1 bonus to death saving throws while this luminous green-and-blue marbled sphere orbits your head.
|
||||
Source: Infernal Machine Rebuild p. 94</text>
|
||||
<roll>1d3</roll>
|
||||
</item>
|
||||
<item>
|
||||
<name>Mummy Rot Antidote</name>
|
||||
<detail></detail>
|
||||
<type>P</type>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>White dust swirls constantly within this pale gray potion. When you drink the potion, it cures you of mummy rot.
|
||||
Source: Infernal Machine Rebuild p. 94</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Ruinblade</name>
|
||||
<detail>Cursed item, Melee Weapon</detail>
|
||||
<type>M</type>
|
||||
<weight>6</weight>
|
||||
<property>H,2H</property>
|
||||
<dmg1>2d6</dmg1>
|
||||
<dmgType>S</dmgType>
|
||||
<text>Ruinblade is a unique weapon possessed by Moghadam, the architect of the Tomb of Horrors. A symbol of his authority, Moghadam carries the weapon during the time frame of the adventure to intimidate the tomb's workers. (In later years, after Acererak trapped Moghadam in the completed tomb as an undead archwraith, Moghadam was able to use the weapon as his own phylactery.)
|
||||
A small jade version of the green devil face of the Tomb of Horrors is fashioned into the hilt of the weapon, with the blade extending from its open mouth. The blade always appears ruined and rusting, and causes its surroundings to appear reflected in the blade as if in a state of decay.
|
||||
You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you hit an undead creature with it, the attack deals an extra 1d8 force damage.
|
||||
In addition, the weapon has the following properties:
|
||||
Blighted Ruin: You can cast the blight spell from the weapon (DC 15). Once used, this property of the weapon can't be used until the next dawn.
|
||||
Destructive Ruin: You can cast the disintegrate spell from the weapon, but can target only a nonmagical object or a creation of magical force. Once used, this property of the weapon can't be used until dawn seven days later.
|
||||
Curse: This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon.
|
||||
The weapon must take direct part in the destruction of 1,000 gp worth of materials and objects every seven days, or a conflict arises between you and the weapon at the end of the seventh day.
|
||||
Sentience: Ruinblade is a sentient lawful evil weapon with an Intelligence of 15, a Wisdom of 8, and a Charisma of 16. It has hearing and darkvision out to a range of 120 feet.
|
||||
The weapon can speak, read, and understand Common, and can communicate with its wielder telepathically. Its voice is a rough, ruined echo. While you are attuned to it, Ruinblade also understands every language you know.
|
||||
Personality: Ruinblade speaks either with a dolorous or frenetic tone, depending on its mood. That mood improves when the sword is actively engaged in acts of destruction, but worsens if the blade is left inactive too long.
|
||||
The weapon's purpose is to ruin and unmake existing objects, so that its owner can rebuild the world from a blank slate. It thus encourages its wielder to engage in constant destruction, claiming that this will allow the creation of a more superior vision from the ruin of what came before.
|
||||
Source: Infernal Machine Rebuild p. 95</text>
|
||||
<roll>1d8</roll>
|
||||
</item>
|
||||
<item>
|
||||
<name>The Infernal Machine of Lum the Mad</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>This strange device was once thought to have been built by gods long forgotten and to have survived the eons since their passing, for it is incredibly ancient and crafted by means unlike anything known today. However, its true origins derive from a planar craft that crashed in the Barrier Peaks, for the Infernal Machine once functioned as this craft's central command console.
|
||||
Explorers who discovered the crash site removed the command console and brought it back to civilization, not understanding its true purpose or powers. In later years, the console came into the possession of Baron Lum. By experimenting with its many controls, he was able to achieve astounding and destructive magical effects in the building of his empire, and so the artifact came to be known as the Infernal Machine of Lum the Mad. Yet with Lum's eventual defeat, his great machine was destroyed.
|
||||
The Infernal Machine is a delicate, intricate, bulky, and heavy device, weighing some 5,500 pounds. It can be operated using a control panel containing sixty levers, forty dials, twenty switches, and a number of jeweled components. These controls generate all kinds of powers and effects, as noted below.
|
||||
Silver Wire: The Infernal Machine's great size makes it largely immobile. To make ongoing use of the machine (such as while adventuring), it can be connected to its attuned user by a silver wire, a supply of which can always be produced from the machine's inner workings. This silver wire shares the same general nature as the silvery cord of an astral projection spell, connecting to the body of the user and trailing behind them. When so attached, the wire becomes invisible, astral, and extends to virtually infinite length.
|
||||
As long as the wire remains intact, the attuned user can make full use of the Infernal Machine's powers, with their effects centered around the user. If the wire is cut—something that can happen only when an effect specifically states that it can cut an astral projection's silvery cord—the user suffers a sudden burst of feedback from the machine that kills them instantly.
|
||||
Any effect of the Infernal Machine that requires concentration can be concentrated on by a remote user. The Infernal Machine's effects have a spell save DC of 14 or the attuned user's spell save DC, whichever is higher.
|
||||
Summon Monster: When first used by Baron Lum, the Infernal Machine was known for its ability to unleash terrible monsters within the world. Specific combinations of its controls can still recreate the effects of various spells of the conjuration school, as follows:
|
||||
• 1/day: conjure animals, summon lesser demons
|
||||
• 1/7 days: conjure minor elementals, conjure woodland beings, summon greater demon
|
||||
• 1/month: conjure elemental, conjure fey
|
||||
Wish: The Infernal Machine has the ability to bend the nature of reality, with the proper combination of controls recreating the effect of a wish spell (including all side effects). Due to the complex nature of its programming, this feature can be used only once per month. Each time this effect is used, there is a cumulative 10 percent chance of the Infernal Machine malfunctioning, necessitating seven days' worth of repairs and reprogramming, as well as the expenditure of 500 gp in parts, before it can be used again. When these repairs are done, the cumulative chance of malfunction returns to 10 percent.
|
||||
Random Properties: There are far more possible combinations for the Infernal Machine's controls than can ever be known or matrixed—especially as the controls shift position and reset themselves over time. At the end of each long rest of the user attuned to it, the Infernal Machine generates 1d4 + 1 random beneficial properties and 1d4 + 1 detrimental properties. Roll for each of these properties on the Infernal Machine Properties table. To keep things interesting, the DM might roll secretly for detrimental properties, revealing those properties only during the course of play.
|
||||
Once set, these properties last until the end of the attuned user's next long rest.
|
||||
(Our thanks to the D&D community for their suggestions for the properties of the Infernal Machine of Lum the Mad!)
|
||||
Destroying the Machine: The Infernal Machine of Lum the Mad is self-repairing of anything short of catastrophic damage, and how it was disabled in Lum's time remains a mystery. It is rumored that if one specific combination of controls is set, the Infernal Machine will enter a repair mode, allowing unfettered access to its inner workings—and preventing it from restoring itself if it is attacked. Alternatively, other combinations of controls might cause the Infernal Machine to teleport its most critical components to some hiding place deep in space and time, rendering it inoperable until those components are found again.
|
||||
Infernal Machine Properties
|
||||
d100 | Beneficial Property | Detrimental Property
|
||||
01 | You have a flying speed of 150 feet but lose all other movement. | You are blinded.
|
||||
02 | You can cast the speak with animals spell at will, but can use it to speak with only one animal of your choice. | All animals despise you. You have disadvantage on Wisdom (Animal Handling) checks.
|
||||
03 | One weapon or item you carry of your choice gains a walking speed of 30 feet and goes where you tell it. | Your armor and clothing feels unnaturally tight. Unless you go naked, roll a d4 each time you are attacked and subtract the number rolled from your AC.
|
||||
04 | You can cast the legend lore spell three times. | Whenever you make an Intelligence check or use divination magic to learn something about a creature, that knowledge comes with added trivia of the DM's devising.
|
||||
05 | You emanate a weak magnetic aura. The first time during a combat that a creature attacks you with a metal weapon, that creature has disadvantage on the attack roll. | Metal rusts in response to your touch—including metal armor you wear and metal weapons you hold—reproducing the effect of the rust monster's Rust Metal trait.
|
||||
06 | Your fingers sprout tiny clockwork picks, granting you advantage on ability checks made using thieves' tools or tinker's tools. | Any metal object you wield or wear is covered in a thin layer of oil that drips occasionally and leaves your fingerprints everywhere.
|
||||
07 | You can cast the speak with animals spell at will, but can use it to communicate only with insects. | Disturbing whispers on the edge of hearing haunt all creatures within 30 feet of you, causing those creatures to recall their saddest memories.
|
||||
08 | You have a +1 bonus to Wisdom (Insight checks) involving creatures you can see. | Your body is ghostly and translucent except for your bones. You have vulnerability to radiant damage, and you have disadvantage on attack rolls while in direct sunlight.
|
||||
09 | You summon a unicorn that obeys your commands. If you give a command that violates the unicorn's allignment, the unicorn immediately vanishes. | You grow a unicorn horn.
|
||||
10 | A specialized clockwork compass floats in front of you. You can name one character, place, or object on the same plane as you and have the compass point constantly in the direction of the named target. You gain no knowledge of the distance to the target. | A specialized clockwork compass floats in front of you, and points toward you. The DM determines whether a creature currently looking for you is drawn to your location. Additionally, when a creature attacks you for the first time during an encounter, it has advantage on the attack roll.
|
||||
11 | Your clothes are wrapped in illusion that makes them appear to be the very latest style, drawing praise and attention. You have a +1 bonus to Charisma checks. | Any food and drink you eat spoils as you swallow it. Each time you eat or drink, you are poisoned for 1 hour.
|
||||
12 | You have a +1 bonus to attack rolls with weapons or spells (your choice). | The cure wounds spell restores no hit points for you.
|
||||
13 | You have an innate sense of direction. You automatically succeed on ability checks made to avoid becoming lost. | Whenever you move, a magical voice calls out your direction and how far you've gone. The voice cannot be silenced or stopped.
|
||||
14 | You constantly see afterimages of all events that occurred within 30 feet of you over the previous hour. | You are distracted by voices and visions, forcing you to succeed on a Wisdom saving throw every 4 hours or gain one level of exhaustion.
|
||||
15 | You understand all languages, as if under the effect of a comprehend languages spell. | Whenever you speak, you speak in a random language (possibly including languages you don't normally know).
|
||||
16 | You have +1 bonus to initiative rolls. | You are unable to hear any speech louder than a whisper.
|
||||
17 | An exact duplicate of you appears next to you, dressed as you but lacking any gear. The duplicate functions as a familiar and has the statistics of a cat. | An exact duplicate of you appears next to you, dressed as you but lacking any gear. It loudly tries to convince all other creatures that it is you, and you are its familiar. If destroyed, it reappears in 1d4 hours.
|
||||
18 | While you are afflicted by a disease or suffering the poisoned or frightened condition, whenever you hit a humanoid with a melee attack, the target must succeed on a DC 15 Constitution saving throw. On a failed save, you transfer the disease or the condition to the target, and the disease or condition ends for you. | Water becomes intensely acidic to you. If you are submerged in water, you take 1d6 acid damage at the start of each of your turns, and drinking pure water causes you to be poisoned for 1 hour.
|
||||
19 | A random Huge beast appears next to you (chosen by the DM) as if with the conjure animals spell. You have a telepathic link to this beast, such that you can give it commands even if it can't hear you. | A random Huge beast appears next to you (chosen by the DM) and attacks at once.
|
||||
20 | You have 1 luck point, which you can use as if you had taken the Lucky feat. If you have taken that feat, you have 1 extra luck point. | Those around you perceive you as dishonest, even when you are completely truthful. You automatically fail Charisma checks.
|
||||
21 | If you drop to 0 hit points, a phantom guardian appears next to you, functioning as if you had cast the Mordenkainen's faithful hound spell. The guardian disappears if you die, regain hit points, or regain consciousness. | No one takes you seriously, imposing disadvantage on Charisma (Deception and Persuasion) checks, and causing you to automatically fail Charisma (Intimidation) checks.
|
||||
22 | You can cast the gaseous form spell on yourself three times. When you do, instead of appearing as mist, you appear as a swirling puff of feathers. | Your body is covered in feathers.
|
||||
23 | You have advantage on death saving throws. | You have disadvantage on all saving throws except death saving throws.
|
||||
24 | You can cast speak with animals at will, but can use it to communicate only with dogs. | All cats are automatically hostile toward you.
|
||||
25 | You can cast the raise dead spell once, requiring no material components. | If you drop to 0 hit points, you automatically suffer 1 failed death saving throw.
|
||||
26 | Each time you finish a short rest, up to 100 silver pieces already in your possession become gold pieces, and up to 100 copper pieces become silver pieces. | All coins you touch become worthless tin.
|
||||
27 | Anything poisonous within 50 feet of you is automatically detected and marked by the image of a small frog that is visible only to you. | A dozen small frogs constantly follow you around, chirping loudly.
|
||||
28 | You gain the benefit of a nondetection spell. | Your appearance changes randomly as determined by the DM, as if you were under the effect of a disguise self spell.
|
||||
29 | You can cast the mage hand cantrip at will. | A disembodied spirit follows you around, stealing and scattering coins from you, crumbling your food, and playing with your weapons and gear.
|
||||
30 | You are able to decipher any text. | You lose the ability to speak any language. This has no effect on casting spells with verbal components.
|
||||
31 | You can cast the speak with plants spell three times. | Your skin turns green, and you must drink a half gallon of fresh water every 4 hours or take 1d4 necrotic damage.
|
||||
32 | You know whether creatures within 15 feet of you are lying, as if you were the center of a zone of truth spell. | Whenever you would speak falsely, you cannot speak at all.
|
||||
33 | You gain a sense of destiny that directs you toward an important goal, as determined by the DM. | Your head is filled with an unpleasant buzzing that imposes disadvantage on Intelligence checks and saving throws.
|
||||
34 | All creatures you speak with automatically believe your words, as if you have succeeded on a Charisma (Deception or Persuasion) check against them. Any sign of threatening or duplicitous action on your part negates this automatic success. | Your personal tastes reverse, such that your favorite foods, hobbies, music, and so forth become unbearable to you.
|
||||
35 | Your shadow becomes an undead shadow that shares your alignment and is under your control. | Your shadow behaves disapprovingly whenever you're not looking—stealing things, mocking you behind your back, taunting opponents or friends, and so on.
|
||||
36 | Your skin is covered by slime. You automatically succeed on ability checks and saving throws made to escape a grapple. | Your skin is covered by slime. You must succeed on a DC 10 Dexterity saving throw to sit down, open doors, and perform other mundane tasks of the DM's determination.
|
||||
37 | Flowers turn to face you as you pass them. | Mundane animals can't look at you.
|
||||
38 | Each time you finish a short rest, you suddenly sprout a covering of fragrant leaves. The leaves fall off after 1d10 minutes, revealing 1d6 magic fruits that can be plucked from your head. Each fruit functions as a berry created with the goodberry spell. | Whenever you stop moving for 10 minutes or more, you discover that your boots or shoes have set down roots that must be pulled free with a successful DC 20 Strength check.
|
||||
39 | Choose a creature you can see. That creature must succeed on a DC 15 Dexterity saving throw or drop one item they are holding (DM's choice). You can use this property three times. | Each time you roll a 1 on a Dexterity check, you drop one object you are holding (DM's choice).
|
||||
40 | A group of small forest animals appears and follows you everywhere, singing and dancing. These magical creatures can perform any task you desire that could be performed by a prestidigitation spell. | You break out into song whenever you roll a 1 on any die.
|
||||
41 | Your possessions change their state or appearance at the DM's determination, giving you hints of potential future events. For example, your sword might become suddenly bloodstained to warn of an upcoming combat encounter, your clothes might become damp to warn of a water-filled pit trap ahead, and so on. | You take a −5 penalty to initiative rolls.
|
||||
42 | Whenever you roll a 1 on a d20, you have advantage on your next d20 roll. | Whenever you roll a 1 on a d20, you have disadvantage on your next d20 roll.
|
||||
43 | Grass, moss, and flowers instantly grow in your footsteps. You are also unaffected by difficult terrain created by plants. | Any harm that befalls a plant you can see (a woodcutter sawing down a tree, a gardener pulling weeds, and so forth) fills you with a sadness that imposes disadvantage on ability checks for 1 minute.
|
||||
44 | You automatically know the direction to the greatest danger within 500 feet of you. | You leave a trail of black footprints that allow anyone to automatically follow you.
|
||||
45 | You can cast the detect thoughts spell three times. | All creatures within 30 feet of you automatically know your surface thoughts, as if having cast detect thoughts against you.
|
||||
46 | You can cast the misty step spell three times. When you do, you must begin and end your teleportation in an area of shadow. | While in direct sunlight, you have disadvantage on attack rolls as well as on Wisdom (Perception) checks that rely on sight.
|
||||
47 | Creatures cannot gain advantage on attacks made against you as a result of another creature using the Help action. | You have disadvantage on Dexterity (Acrobatics) checks.
|
||||
48 | You have increased lung capacity, increasing your walking speed by 10 feet and letting you hold your breath for twice as long as normal. | Whenever you exert yourself by fighting, running, and so forth, you breathe out intermittent gouts of flame that deal 1d4 fire damage to you.
|
||||
49 | You can cast the daylight spell three times. | An evil undead creature that comes within 30 feet of you for the first time is charmed by you until the end of your next turn.
|
||||
50 | When you touch a copper piece, it transmutes to become two copper pieces. You can duplicate a maximum of 1,000 coins this way. | Food doesn't satiate you, and you must eat double the amount of food you normally eat to avoid feeling hungry.
|
||||
51 | You shed light like a torch, as if you were the target of a light cantrip. | No one else can take a short rest within 40 feet of you, as everything you say or do seems distracting to them.
|
||||
52 | You can cast the divination spell once. | Whenever you make an Intelligence check or saving throw, you receive a grim vision of the DM's determination, imposing disadvantage on your next attack roll, ability check, or saving throw.
|
||||
53 | As an action, you can become incorporeal for 10 minutes, allowing you to move through other creatures and objects as if they were difficult terrain. You take 5 (1d10) force damage if you end your turn inside an object. You can use this property once. | Your senses diminish as if the world were faded around you, imposing disadvantage on Wisdom (Perception) checks.
|
||||
54 | While you take a short rest, the area within 50 feet of you takes on the illusory appearance of a beautiful forest glade. | The first time an ally you can see takes damage as a result of failing a saving throw, you take the damage instead of them.
|
||||
55 | As a bonus action, you can choose one creature within 10 feet of you and know one secret about it, as determined by the DM. | The remove curse, lesser restoration, and greater restoration spells have no effect on you.
|
||||
56 | You can predict the weather conditions for the next 24 hours with perfect accuracy. | A rain cloud follows you around, drizzling on you constantly even while indoors.
|
||||
57 | You have telepathy out to a range of 120 feet. | You hear the voices of creatures you can see in your head from time to time (as detailed by the DM), but you have no idea whether what you're hearing is the truth or not.
|
||||
58 | You can cast speak with animals at will, but you can use it to communicate only with goats. Any goat you speak with becomes charmed by you for 1 hour. | You become distraught unless your clothing is all the same color, imposing disadvantage on Intelligence, Wisdom, and Charisma checks and saving throws.
|
||||
59 | You have resistance to fire damage. | You gain no benefit from any potion.
|
||||
60 | You have immunity to the charmed and frightened conditions. | You can speak only in a monotone voice, imposing disadvantage on Charisma checks.
|
||||
61 | You and each creature within 10 feet of you have resistance to necrotic damage. | Any Wisdom (Medicine) check you make or that is made to help you is made with disadvantage.
|
||||
62 | The first creature you hit with a weapon attack on each of your turns takes 1d4 fire damage at the start of its next turn. | You are blinded while in bright light, and your shadow takes on a monstrous appearance.
|
||||
63 | No creature can learn your alignment by magical means, and you have advantage on Charisma checks involving creatures that also share your alignment. | You have disadvantage on Charisma checks involving creatures that do not share your alignment.
|
||||
64 | As a bonus action, you cause yourself and a willing ally you can see to swap positions by teleportation. | Whenever you roll a 1 on a d20 roll, you and an ally you can see swap positions by teleportation.
|
||||
65 | As an action, you cause difficult terrain within 50 feet of you to become normal terrain. You can use this property three times. | Each time you move through difficult terrain, your speed is reduced by 10 feet until the end of your next turn.
|
||||
66 | You increase one ability score of your choice by 2. You can increase an ability score above 20 using this property, but the increase is lost when this property ends. | Whenever you roll a 1 on an attack roll, ability check, or saving throw using your highest ability score, you take 1d4 psychic damage.
|
||||
67 | As an action, you learn the direction and distance to the nearest magic item not in the possession of you or any of your allies. | Each creature within 30 feet of you automatically knows which magic items you carry.
|
||||
68 | As an action while you are in dim light or darkness, you can become invisible, as if targeted by the invisibility spell. In addition to becoming visible if you attack or cast a spell, you become visible if you move into bright light. You can use this property three times. | While in bright light, you have disadvantage on initiative rolls.
|
||||
69 | You can read and understand all the languages commonly spoken within 1 mile of you, as determined by the DM. | While speaking, you occasionally use nonsense words, imposing disadvantage on Charisma checks.
|
||||
70 | You know one cantrip of the DM's choice, and can cast one 1st-level spell of the DM's choice at will. | Whenever you cast a spell or use a magic item property that requires an action or a bonus action to activate, roll on the Wild Magic Surge table (see the sorcerer section in chapter 3 of the Player's Handbook) to see what happens.
|
||||
71 | Whenever you roll a 20 on a d20, you can immediately end one effect on you. | Whenever you roll a 1 on a d20, you are blinded until the end of your next turn.
|
||||
72 | Any clothing you wear is covered with a magical map image that shows all the local area you are aware of. This map doesn't reveal anything you don't know, but grants advantage on ability checks to find secret doors and to navigate back to where you've been. | Any rope you touch transforms into a poisonous snake that attacks you.
|
||||
73 | You summon a slithering tracker that obeys your commands. | You take on the appearance of having translucent skin, with your bones and organs slightly visible within.
|
||||
74 | You have a fresh-scrubbed appearance, and a sweet perfume surrounds you. You have advantage on Charisma (Persuasion) checks. | Whenever you fail a Charisma (Persuasion) check, the subject of the check becomes irrationally resentful of you, seeking to undermine you in ways determined by the DM.
|
||||
75 | You can cast the control weather spell. | Each time you deal or take cold damage or fire damage, you must succeed on a DC 10 Charisma saving throw or accidentally summon a hostile air elemental or fire elemental (depending on the damage dealt).
|
||||
76 | A tiny construct resembling a gynosphinx follows you around. It can truthfully answer up to ten yes-or-no questions regarding the campaign, at the DM's discretion. | A tiny construct resembling a gynosphinx follows you around. It constantly asks unsolvable riddles of other creatures, and insults those creatures when they fail to answer correctly.
|
||||
77 | A creature appears next to you that is a hybrid of any two nonmagical beasts (akin to the owlbear). The creature serves you as if created by a conjure animals spell. The DM determines the creature's statistics. | A creature appears next to you that is a hybrid of any two nonmagical beasts (akin to the owlbear). Unless you succeed on a DC 12 Wisdom (Animal Handling) check, the creature attacks you before wandering off. The DM determines the creature's statistics.
|
||||
78 | You can cast the teleport spell, always arriving on target when you do. You can use this property once. | Each time you walk through a doorway or similar portal, you must succeed on a DC 10 Intelligence check or step into a skewed timeline. On a failure, you and all allies within 10 feet of you skip ahead 1d4 minutes. To other creatures, it appears that you and other affected creatures disappear for that length of time, then appear again in the doorway.
|
||||
79 | You can cast the haste spell on yourself. You can use this property three times. | Each time you are reduced to 0 hit points then stabilized, you suffer the effect of a slow spell.
|
||||
80 | You do not need to breathe and cease to do so, making you immune to inhaled poisons and suffocation. | Whenever you speak (including casting a spell with a verbal component), you must first use a bonus action to breathe.
|
||||
81 | Your blood is venomous, granting you immunity to poison and to the poisoned condition. You can cast the speak with animals spell at will, but you can use it to communicate only with snakes. | Your tongue is long and forked, causing you to speak in a hiss. You have disadvantage on Charisma checks involving speech, and you must succeed on a DC 15 Constitution check to cast a spell with a verbal component.
|
||||
82 | You grow gills and have the ability to breathe air and water. You also sprout a pair of tentacles from your shoulders that have a reach of 10 feet and can be used to perform any action you could perform with your hands. The tentacles cannot attack or grapple. | You are constantly followed by 1d4 octopus that can breathe air and water, and which have a walking speed of 30 feet. Each time combat breaks out, you must succeed on a DC 13 Wisdom (Animal Handling) check or have the octopuses panic and attack you.
|
||||
83 | You can cast the misty step spell three times. When you do, you must begin and end your teleportation in an area of fire. Any fire damage you take during the same turn in which you use misty step is restored automatically at the end of your turn. | Whenever you start your turn within 30 feet of an ongoing fire effect, you must succeed on a DC 13 Wisdom saving throw or move toward the fire and into it if possible.
|
||||
84 | When you look at the sky, you see it overlaid with navigational symbols. You have advantage on ability checks made to avoid becoming lost while outdoors. | You have disadvantage on Wisdom (Perception) checks while indoors.
|
||||
85 | You can cast the healing word spell three times. | Undead are drawn to you, making it impossible for you to hide from them. Each undead creature you face in combat has advantage on its first attack roll against you.
|
||||
86 | Any food you touch is transformed into a culinary delight. You have advantage on Charisma checks while interacting with any creatures that have eaten of this food. | You constantly hear distracting music that throws off your timing, imposing disadvantage on initiative rolls and Dexterity checks.
|
||||
87 | Your mind is filled with lost facts and lore, granting advantage on Intelligence checks. | You forget your name, and must be constantly reminded of it by your allies.
|
||||
88 | Your touch can change small nonmagical objects into chocolate. | Anything you eat or drink makes you feel overly sated and full, imposing disadvantage on Strength checks for 1 hour.
|
||||
89 | Each time you finish a short rest, you regain 1d8 hit points. Each creature that took a short rest with you and remained within 30 feet of you for the duration also gains this benefit. | Each time you finish a short rest, you take 3d8 psychic damage. At your determination, you can transfer some or all of this damage to any creatures that took a short rest with you and remained within 30 feet of you for the duration.
|
||||
90 | Each time you finish a short rest, you find 1d10 small gems worth 10 gp each in your possession. | Whenever you spend coins or gems, any character you give them to becomes convinced that the wealth was stolen from them.
|
||||
91 | When you hit a creature for the first time during an encounter, its Armor Class is reduced by 1. | Whenever you roll a 1 on a weapon attack roll, the weapon shatters like glass. The weapon magically reforms in 1d4 rounds.
|
||||
92 | Each time you enter a settlement, you are treated as though you are known there and a friend, even if you are neither. | Each time you roll a 1 on an attack roll, ability check, or saving throw, you grow one inch taller. Your clothing and armor does not grow with you.
|
||||
93 | While standing in a doorway, you can cast the teleport spell. Your destination must be another doorway you know. You can use this property once. | Each time you finish a short rest, you forget one of your allies (of the DM's choice) and no longer trust that character. You lose this distrust at the end of your next short rest.
|
||||
94 | As an action, you cause a swirling storm of rocks and dust to surround you in a 10-foot radius for 1 minute. Each creature hostile to you that enters the area must succeed on a DC 12 Constitution saving throw or take 1d6 bludgeoning damage and be blinded for 1 round. You can use this property three times. | fire elemental, water elemental, and other creatures of fire and water (as determined by the DM) regard you as their enemy, and focus their attacks against you to the exclusion of all else.
|
||||
95 | As an action, you learn the names of every humanoid creature within 30 feet of you. | Whenever you roll a 1 on a Strength or Dexterity check that incorporates touching an object, you stick to that object for 1 minute. It takes a successful DC 20 Strength check to free yourself.
|
||||
96 | You can cast the modify memory spell once. | Whenever you make an Intelligence check or saving throw, you must succeed on a DC 13 Charisma saving throw or lose all your memories of the past hour.
|
||||
97 | You can ignore the verbal component of any spell you cast. | You must shout the verbal component of any spell you cast.
|
||||
98 | As an action, you conjure a mindless, shapeless force that is your exact duplicate. You control this force as if it were the product of an unseen servant spell, except that it is visible. | Each time you see your own reflection, you must succeed on a DC 12 Charisma saving throw. On a failure, you treat your allies as enemies and vice versa for 1 minute, attacking the wrong targets, betraying your companions in social situations, and so forth. You can repeat the saving throw at the end of each of your turns, ending the effect on a success.
|
||||
99 | As an action, you can replace one of your hands with any nonmagical weapon, tool, or piece of adventuring equipment of reasonable size (as determined by the DM). | Your hands feel unnaturally large, imposing disadvantage on Dexterity (Sleight of Hand) checks and Dexterity checks using thieves' tools or artisan's tools. The first weapon attack roll you make in any encounter is made with disadvantage.
|
||||
00 | All creatures of a particular type other than humanoid (as chosen by the DM) are incapable of acting hostile toward you as long as you do not attack, threaten, or provoke them. | Whenever you meet a creature of a particular type other than humanoid (as chosen by the DM), there is a 1 percent cumulative chance that the tarrasque is magically summoned within 1 mile of you. The tarrasque has no knowledge of your existence. It runs amok for 1d6 x 10 minutes, then magically returns to its previous location.
|
||||
Source: Infernal Machine Rebuild p. 96</text>
|
||||
<roll>1d4+1</roll>
|
||||
<roll>1d4+1</roll>
|
||||
<roll>1d4</roll>
|
||||
<roll>1d6</roll>
|
||||
<roll>1d10</roll>
|
||||
<roll>1d8</roll>
|
||||
<roll>3d8</roll>
|
||||
</item>
|
||||
<item>
|
||||
<name>Thessaltoxin</name>
|
||||
<detail>Poison</detail>
|
||||
<type>G</type>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>This poison was first created using blood harvested from the artificer Thessalar. A creature subjected to the poison must succeed on a DC 15 Constitution saving throw or take on a new form as if affected by the polymorph spell. The creature's new form is a random beast or a creature it has seen within the last 24 hours (as chosen by the DM). This transformation lasts until the end of the target's next long rest. This effect is not subject to dispel magic or remove curse, but a greater restoration spell restores the creature to its original form.
|
||||
Source: Infernal Machine Rebuild p. 93</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Thessaltoxin Antidote</name>
|
||||
<detail></detail>
|
||||
<type>P</type>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>This potion appears to change color and texture each time you look at it. When you drink the potion, it ends the polymorph effect imposed by thessaltoxin.
|
||||
Source: Infernal Machine Rebuild p. 95</text>
|
||||
</item>
|
||||
</compendium>
|
||||
@@ -1,388 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<!-- Monsters -->
|
||||
<monster>
|
||||
<name>Amble</name>
|
||||
<size>M</size>
|
||||
<type>humanoid (tortle)</type>
|
||||
<alignment>Lawful Good</alignment>
|
||||
<ac>18 (natural armor)</ac>
|
||||
<hp>90 (12d8+36)</hp>
|
||||
<speed>walk 30 ft.</speed>
|
||||
<str>14</str>
|
||||
<dex>10</dex>
|
||||
<con>16</con>
|
||||
<int>10</int>
|
||||
<wis>18</wis>
|
||||
<cha>14</cha>
|
||||
<save>Str +6, Dex +4, Con +7, Int +4, Wis +8, Cha +6</save>
|
||||
<skill>Animal handling +8, Insight +8, Medicine +8, Perception +8, Survival +8</skill>
|
||||
<passive>18</passive>
|
||||
<languages>Aquan, Common, Druidic</languages>
|
||||
<cr>10</cr>
|
||||
<resist></resist>
|
||||
<immune></immune>
|
||||
<vulnerable></vulnerable>
|
||||
<conditionImmune></conditionImmune>
|
||||
<senses></senses>
|
||||
<trait>
|
||||
<name>Hearth of Moonlight and Shadow</name>
|
||||
<text>At the start of a short or long rest, Amble can touch a point in space, and an invisible, 30-foot-radius sphere of magic appears, centered on that point. Total cover blocks the sphere.</text>
|
||||
<text>While within the sphere, Amble and their allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and any light from open flames in the sphere isn't visible outside it.</text>
|
||||
<text>The sphere vanishes at the end of the rest or when Amble leaves the sphere.</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Hold Breath</name>
|
||||
<text>Amble can hold their breath for up to 1 hour at a time.</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Balm of the Summer Court (12d6)</name>
|
||||
<text>(As a Bonus Action) Amble can choose one creature they can see within 120 feet of them and spend up to 6d6 of their die pool. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains 1 temporary hit point per die spent. Amble regains all expended dice when they finish a long rest.</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Hidden Paths (4/Day)</name>
|
||||
<text>(As a Bonus Action) Amble may teleport up to 60 feet to an unoccupied space they can see.</text>
|
||||
</trait>
|
||||
<action>
|
||||
<name>Change Shape (2/Day)</name>
|
||||
<text>Amble magically polymorphs into a beast with a challenge rating of 1 or less, and can remain in this form for up to 6 hours. Amble's equipment melds with their new form. Amble reverts to their true form if they die or fall unconscious. Amble can revert to their true form using a bonus action on their turn.</text>
|
||||
<text>Amble's game statistics are replaced by the statistics of the beast, but they retain their alignment, personality, and Intelligence, Wisdom, and Charisma scores. Amble also retains all their skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as Amble and the bonus in its stat block is higher, use the creature's bonus instead of Amble's.</text>
|
||||
<text>When Amble transforms, they assume the beast's hit points and Hit Dice. When Amble reverts to their normal form, they return to the number of hit points they had before they transformed. However, if Amble reverts as a result of dropping to 0 hit points, any excess damage carries over their normal form.</text>
|
||||
<text>Amble can't cast spells, and their ability to speak or take any action that requires hands is limited to the capabilities of their beast form. Transforming doesn't break Amble's concentration on a spell they've already cast however, or prevent them from taking actions that are part of a spell.</text>
|
||||
</action>
|
||||
<action>
|
||||
<name>Claws</name>
|
||||
<text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 4 (1d4 + 2) slashing damage.</text>
|
||||
<attack>Claws|6|1d4+2</attack>
|
||||
</action>
|
||||
<action>
|
||||
<name>Club</name>
|
||||
<text>Melee Weapon Attack: +6 to hit (+8 to hit with shillelagh), reach 5 ft., one target. 5 (1d6 + 2) bludgeoning damage, or 8 (1d8 + 4) bludgeoning damage with shillelagh.</text>
|
||||
<attack>Club|6|1d6+2</attack>
|
||||
</action>
|
||||
<trait>
|
||||
<name>Spellcasting</name>
|
||||
<text>Amble is a 12th-level spellcaster. Their spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). Amble has the following druid spells prepared:</text>
|
||||
<text>Cantrips (at will): guidance, mending, shape water, shillelagh</text>
|
||||
<text>• 1st level (4 slots): absorb elements, cure wounds, entangle, speak with animals</text>
|
||||
<text>• 2nd level (3 slots): darkvision, hold person, lesser restoration, moonbeam</text>
|
||||
<text>• 3rd level (3 slots): conjure animals, dispel magic, water breathing</text>
|
||||
<text>• 4th level (3 slots): charm monster, freedom of movement</text>
|
||||
<text>• 5th level (2 slots): greater restoration, mass cure wounds</text>
|
||||
<text>• 6th level (1 slots): conjure fey</text>
|
||||
</trait>
|
||||
<slots>4, 3, 3, 3, 2, 1</slots>
|
||||
<spells>guidance, mending, shape water, shillelagh, absorb elements, cure wounds, entangle, speak with animals, darkvision, hold person, lesser restoration, moonbeam, conjure animals, dispel magic, water breathing, charm monster, freedom of movement, greater restoration, mass cure wounds, conjure fey</spells>
|
||||
<description>Source: Locathah Rising p. 15</description>
|
||||
<environment></environment>
|
||||
</monster>
|
||||
<monster>
|
||||
<name>Gar Shatterkeel–Locathah Rising</name>
|
||||
<size>M</size>
|
||||
<type>humanoid</type>
|
||||
<alignment>Neutral Evil</alignment>
|
||||
<ac>17 (natural armor)</ac>
|
||||
<hp>144 (17d8+68)</hp>
|
||||
<speed>walk 30 ft., swim 30 ft.</speed>
|
||||
<str>16</str>
|
||||
<dex>16</dex>
|
||||
<con>18</con>
|
||||
<int>12</int>
|
||||
<wis>20</wis>
|
||||
<cha>14</cha>
|
||||
<save></save>
|
||||
<skill>Nature +11, Perception +10, Survival +10</skill>
|
||||
<passive>20</passive>
|
||||
<languages>Aquan, Common</languages>
|
||||
<cr>15</cr>
|
||||
<resist>cold</resist>
|
||||
<immune></immune>
|
||||
<vulnerable></vulnerable>
|
||||
<conditionImmune></conditionImmune>
|
||||
<senses></senses>
|
||||
<trait>
|
||||
<name>Amphibious</name>
|
||||
<text>Gar can breathe air and water.</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Legendary Resistance (3/Day)</name>
|
||||
<text>If Gar fails a saving throw, he can choose to succeed instead.</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Water Walk</name>
|
||||
<text>Gar can stand and move on liquid surfaces as if they were solid ground.</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Watery Fall</name>
|
||||
<text>When Gar drops to 0 hit points, his body collapses into a pool of inky water that rapidly disperses. Except for Wave and his claw, anything he was wearing or carrying is left behind.</text>
|
||||
</trait>
|
||||
<action>
|
||||
<name>Multiattack</name>
|
||||
<text>Gar makes two melee attacks, one with his claw and one with Wave.</text>
|
||||
</action>
|
||||
<action>
|
||||
<name>Claw</name>
|
||||
<text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 16). Until the grapple ends, Gar can't attack other creatures with his claw.</text>
|
||||
<attack>Claw|8|2d6+3</attack>
|
||||
</action>
|
||||
<action>
|
||||
<name>Wave</name>
|
||||
<text>Melee or Ranged Weapon Attack: +11 to hit, reach 5 ft. or range 20/60 ft., one target. 9 (1d6 + 6) piercing damage or 10 (1d8 + 6) piercing damage when used with two hands. If Gar scores a critical hit with this weapon, the target takes extra necrotic damage equal to half its hit point maximum.</text>
|
||||
<attack>Wave|11|1d6+6</attack>
|
||||
</action>
|
||||
<action>
|
||||
<name>Umberlee's Wake (Recharge 5-6)</name>
|
||||
<text>Power ripples out in a 60-foot radius sphere from a point within range (150 ft.) as the will of Umberlee affects all in her watery embrace. Each creature in that area must succeed on a DC 18 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save. This only affects targets that are submerged or floating in water. Gar Shatterkeel and any undead serving him are immune to this effect.</text>
|
||||
</action>
|
||||
<legendary>
|
||||
<text>The humanoid can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The humanoid regains spent legendary actions at the start of its turn.</text>
|
||||
</legendary>
|
||||
<legendary>
|
||||
<name>Move</name>
|
||||
<text>Gar moves up to his speed without provoking opportunity attacks.</text>
|
||||
</legendary>
|
||||
<legendary>
|
||||
<name>Claw</name>
|
||||
<text>Gar makes one attack with his claw.</text>
|
||||
</legendary>
|
||||
<legendary>
|
||||
<name>Wave (Costs 2 Actions)</name>
|
||||
<text>Gar makes one attack with Wave with advantage.</text>
|
||||
</legendary>
|
||||
<legendary>
|
||||
<name>Lair Actions</name>
|
||||
<text>If Gar is in the water node while Olhydra isn't, he can take lair actions. On initiative count 20 (losing initiative ties), Gar uses a lair action to use his Multiattack or cast one of his spells, up to 3rd level, without using components or a spell slot. He can't cast the same spell two rounds in a row, but he can continue to concentrate on a spell he previously cast using a lair action. He can take no other lair actions while concentrating on a spell cast as a lair action. His favorite use of this capability is casting inflict wounds or call lightning.</text>
|
||||
<text>If Gar casts cure wounds using this lair action, he regains the maximum number of hit points from the spell (28).</text>
|
||||
</legendary>
|
||||
<legendary>
|
||||
<name>Lair Actions</name>
|
||||
<text>Gar can employ lair actions while he's within the coral mountain.</text>
|
||||
<text>On initiative count 20 (losing initiative ties), Gar Shatterkeel takes a lair action to cause one of the following effects; Gar can't use the same effect two rounds in a row.</text>
|
||||
<text>• Gar may teleport anywhere within the coral mountain, bringing up to five willing creatures with him.</text>
|
||||
<text>• The coral in a 60-foot radius grows rapidly around creatures inside the coral mountain. Each creature must succeed on a DC 18 Strength saving throw or become restrained. Restrained creatures can take an action on their turn to make a DC 18 Strength (Athletics) or Dexterity (Acrobatics) check to free themselves. This effect lasts for 1 minute unless dispelled (it counts as a 6th level spell), and doesn't require Gar to maintain concentration. Gar Shatterkeel and any creatures he designates are immune to this effect.</text>
|
||||
<text>• Up to five corpses that Gar can see within 60 feet rise up as drowned blade and attack anyone Gar directs them to on his turn.</text>
|
||||
</legendary>
|
||||
<trait>
|
||||
<name>Spellcasting</name>
|
||||
<text>Gar is a 13th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). He has the following druid spells prepared:</text>
|
||||
<text>Cantrips (at will): frostbite, mending, resistance, shape water, thunderclap*</text>
|
||||
<text>• 1st level (4 slots): create or destroy water, charm person, cure wounds, thunderwave</text>
|
||||
<text>• 2nd level (3 slots): darkvision, hold person, mirror image*, misty step*, pass without trace, protection from poison</text>
|
||||
<text>• 3rd level (3 slots): conjure animals, dispel magic, tidal wave, water breathing*, water walk*</text>
|
||||
<text>• 4th level (3 slots): charm monster, control water*, dominate beast, freedom of movement*, watery sphere</text>
|
||||
<text>• 5th level (2 slots): conjure elemental*, maelstrom, scrying*, tree stride</text>
|
||||
<text>• 6th level (1 slots): heal</text>
|
||||
<text>• 7th level (1 slots): plane shift</text>
|
||||
<text>scrying*, tree stride</text>
|
||||
<text>*Circle spells don't count against spells prepared.</text>
|
||||
</trait>
|
||||
<slots>4, 3, 3, 3, 2, 1, 1</slots>
|
||||
<spells>frostbite, mending, resistance, shape water, thunderclap, create or destroy water, charm person, cure wounds, thunderwave, darkvision, hold person, mirror image, misty step, pass without trace, protection from poison, conjure animals, dispel magic, tidal wave, water breathing, water walk, charm monster, control water, dominate beast, freedom of movement, watery sphere, conjure elemental, maelstrom, scrying, tree stride, heal, plane shift</spells>
|
||||
<description>Source: Locathah Rising p. 18</description>
|
||||
<environment></environment>
|
||||
</monster>
|
||||
<monster>
|
||||
<name>Young Kraken</name>
|
||||
<size>H</size>
|
||||
<type>monstrosity (titan)</type>
|
||||
<alignment>Chaotic Evil</alignment>
|
||||
<ac>16 (natural armor)</ac>
|
||||
<hp>207 (18d12+90)</hp>
|
||||
<speed>walk 20 ft., swim 50 ft.</speed>
|
||||
<str>24</str>
|
||||
<dex>11</dex>
|
||||
<con>20</con>
|
||||
<int>19</int>
|
||||
<wis>15</wis>
|
||||
<cha>17</cha>
|
||||
<save>Str +12, Dex +5, Con +10, Int +9, Wis +7</save>
|
||||
<skill></skill>
|
||||
<passive>14</passive>
|
||||
<languages>Abyssal, Celestial, Infernal, Primordial, telepathy 60 ft. but can't speak</languages>
|
||||
<cr>14</cr>
|
||||
<resist></resist>
|
||||
<immune>lightning; bludgeoning, piercing, slashing from nonmagical attacks</immune>
|
||||
<vulnerable></vulnerable>
|
||||
<conditionImmune>frightened, paralyzed</conditionImmune>
|
||||
<senses>truesight 120 ft.</senses>
|
||||
<trait>
|
||||
<name>Amphibious</name>
|
||||
<text>The kraken can breathe air and water.</text>
|
||||
</trait>
|
||||
<action>
|
||||
<name>Multiattack</name>
|
||||
<text>The kraken makes two tentacle attacks, each of which it can replace with one use of Fling.</text>
|
||||
</action>
|
||||
<action>
|
||||
<name>Bite</name>
|
||||
<text>Melee Weapon Attack: +12 to hit, reach 5 ft., one target. 20 (3d8 + 7) piercing damage.</text>
|
||||
<attack>Bite|12|3d8+7</attack>
|
||||
<text>If the target is a Medium or smaller creature grappled by the kraken, that creature is swallowed and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the kraken, and it takes 21 (6d6) acid damage at the start of each of the kraken's turns. One Medium or two smaller creatures can be swallowed at the same time.</text>
|
||||
<text>If the kraken takes 35 damage or more on a single turn from a creature inside it, the kraken must succeed on a DC 23 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in spaces within 10 feet of the kraken. If the kraken dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone.</text>
|
||||
</action>
|
||||
<action>
|
||||
<name>Tentacle</name>
|
||||
<text>Melee Weapon Attack: +12 to hit, reach 20 ft., one target. 17 (3d6 + 7) bludgeoning damage, and the target is grappled (escape DC 20). Until the grapple ends, the target is restrained. The kraken has ten tentacles, each of which can grapple one target.</text>
|
||||
<attack>Tentacle|12|3d6+7</attack>
|
||||
</action>
|
||||
<action>
|
||||
<name>Fling</name>
|
||||
<text>One Medium or smaller object held or creature grappled by the kraken is thrown up to 40 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone.</text>
|
||||
</action>
|
||||
<action>
|
||||
<name>Lightning Strike</name>
|
||||
<text>The kraken magically create a bolt of lightning, which can strike a target the kraken can see within 90 feet of it. The target must make a DC 18 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.</text>
|
||||
</action>
|
||||
<description>Source: Locathah Rising p. 21</description>
|
||||
<environment></environment>
|
||||
</monster>
|
||||
<monster>
|
||||
<name>Shoalar Quanderil–Locathah Rising</name>
|
||||
<size>M</size>
|
||||
<type>humanoid (water genasi)</type>
|
||||
<alignment>Lawful Evil</alignment>
|
||||
<ac>11 (14 with mage armor)</ac>
|
||||
<hp>75 (10d8+30)</hp>
|
||||
<speed>walk 30 ft., swim 30 ft.</speed>
|
||||
<str>12</str>
|
||||
<dex>12</dex>
|
||||
<con>16</con>
|
||||
<int>14</int>
|
||||
<wis>10</wis>
|
||||
<cha>18</cha>
|
||||
<save></save>
|
||||
<skill>Arcana +5, Deception +7, Insight +3, Persuasion +7</skill>
|
||||
<passive>10</passive>
|
||||
<languages>Aquan, Common</languages>
|
||||
<cr>4</cr>
|
||||
<resist>acid, lightning, thunder</resist>
|
||||
<immune></immune>
|
||||
<vulnerable></vulnerable>
|
||||
<conditionImmune></conditionImmune>
|
||||
<senses></senses>
|
||||
<trait>
|
||||
<name>Amphibious</name>
|
||||
<text>Shoalar can breathe air and water.</text>
|
||||
</trait>
|
||||
<action>
|
||||
<name>Dagger</name>
|
||||
<text>Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or ranged 20/60 ft., one target. 3 (1d4 + 1) piercing damage.</text>
|
||||
<attack>Dagger|4|1d4+1</attack>
|
||||
</action>
|
||||
<trait>
|
||||
<name>Innate Spellcasting</name>
|
||||
<text>Shoalar's innate spellcasting ability is Constitution (spell save DC 14, +6 to hit with spell attacks). He can innately cast the following spells:</text>
|
||||
<text>At will: shape water</text>
|
||||
<text>1/day: create or destroy water</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Spellcasting</name>
|
||||
<text>Shoalar is a 7th-level spellcaster. His spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). He knows the following sorcerer spells:</text>
|
||||
<text>Cantrips (at will): acid splash, chill touch, light, prestidigitation, ray of frost</text>
|
||||
<text>• 1st level (4 slots): disguise self, mage armor, shield</text>
|
||||
<text>• 2nd level (3 slots): hold person, misty step</text>
|
||||
<text>• 3rd level (2 slots): lightning bolt, tidal wave</text>
|
||||
<text>• 4th level (1 slots): watery sphere</text>
|
||||
</trait>
|
||||
<slots>4, 3, 2, 1</slots>
|
||||
<spells>shape water, create or destroy water, acid splash, chill touch, light, prestidigitation, ray of frost, disguise self, mage armor, shield, hold person, misty step, lightning bolt, tidal wave, watery sphere</spells>
|
||||
<description>Source: Locathah Rising p. 23</description>
|
||||
<environment></environment>
|
||||
</monster>
|
||||
<monster>
|
||||
<name>Whymsee</name>
|
||||
<size>M</size>
|
||||
<type>humanoid (any race)</type>
|
||||
<alignment>Any Evil Alignment</alignment>
|
||||
<ac>10</ac>
|
||||
<hp>75 (10d8+30)</hp>
|
||||
<speed>walk 30 ft., swim 30 ft.</speed>
|
||||
<str>12</str>
|
||||
<dex>10</dex>
|
||||
<con>16</con>
|
||||
<int>10</int>
|
||||
<wis>15</wis>
|
||||
<cha>14</cha>
|
||||
<save></save>
|
||||
<skill>Perception +5</skill>
|
||||
<passive>15</passive>
|
||||
<languages>any two languages</languages>
|
||||
<cr>5</cr>
|
||||
<resist>bludgeoning, piercing, slashing from nonmagical attacks</resist>
|
||||
<immune></immune>
|
||||
<vulnerable></vulnerable>
|
||||
<conditionImmune></conditionImmune>
|
||||
<senses></senses>
|
||||
<trait>
|
||||
<name>Amphibious</name>
|
||||
<text>Whymsee can breathe air and water.</text>
|
||||
</trait>
|
||||
<action>
|
||||
<name>Thunderous Touch</name>
|
||||
<text>Melee Spell Attack: +5 to hit, reach 5 ft., one creature. 27 (5d10) thunder damage.</text>
|
||||
<attack>Thunderous Touch|5|5d10</attack>
|
||||
</action>
|
||||
<action>
|
||||
<name>Voice of the Kraken (Recharges after a Short or Long Rest)</name>
|
||||
<text>A kraken speaks through Whymsee with a thunderous voice audible within 300 feet. Creatures of Whymsee's choice that can hear the kraken's words (which are spoken in Abyssal, Infernal, or Primordial) must succeed on a DC 14 Charisma saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
|
||||
</action>
|
||||
<trait>
|
||||
<name>Innate Spellcasting</name>
|
||||
<text>Whymsee's spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components:</text>
|
||||
<text>At will: command, create or destroy water</text>
|
||||
<text>3/day each: control water, darkness, water breathing, water walk</text>
|
||||
<text>1/day each: call lightning, Evard's black tentacles</text>
|
||||
</trait>
|
||||
<spells>command, create or destroy water, control water, darkness, water breathing, water walk, call lightning, Evard's black tentacles</spells>
|
||||
<description>Source: Locathah Rising p. 20</description>
|
||||
<environment>coastal, underwater</environment>
|
||||
</monster>
|
||||
<monster>
|
||||
<name>Fhenimore</name>
|
||||
<size>M</size>
|
||||
<type>humanoid (any race)</type>
|
||||
<alignment>Any Evil Alignment</alignment>
|
||||
<ac>10</ac>
|
||||
<hp>75 (10d8+30)</hp>
|
||||
<speed>walk 30 ft., swim 30 ft.</speed>
|
||||
<str>12</str>
|
||||
<dex>10</dex>
|
||||
<con>16</con>
|
||||
<int>10</int>
|
||||
<wis>15</wis>
|
||||
<cha>14</cha>
|
||||
<save></save>
|
||||
<skill>Perception +5</skill>
|
||||
<passive>15</passive>
|
||||
<languages>any two languages</languages>
|
||||
<cr>5</cr>
|
||||
<resist>bludgeoning, piercing, slashing from nonmagical attacks</resist>
|
||||
<immune></immune>
|
||||
<vulnerable></vulnerable>
|
||||
<conditionImmune></conditionImmune>
|
||||
<senses></senses>
|
||||
<trait>
|
||||
<name>Amphibious</name>
|
||||
<text>Fhenimore can breathe air and water.</text>
|
||||
</trait>
|
||||
<action>
|
||||
<name>Thunderous Touch</name>
|
||||
<text>Melee Spell Attack: +5 to hit, reach 5 ft., one creature. 27 (5d10) thunder damage.</text>
|
||||
<attack>Thunderous Touch|5|5d10</attack>
|
||||
</action>
|
||||
<action>
|
||||
<name>Voice of the Kraken (Recharges after a Short or Long Rest)</name>
|
||||
<text>A kraken speaks through Fhenimore with a thunderous voice audible within 300 feet. Creatures of Fhenimore's choice that can hear the kraken's words (which are spoken in Abyssal, Infernal, or Primordial) must succeed on a DC 14 Charisma saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
|
||||
</action>
|
||||
<trait>
|
||||
<name>Innate Spellcasting</name>
|
||||
<text>Fhenimore's spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components:</text>
|
||||
<text>At will: command, create or destroy water</text>
|
||||
<text>3/day each: control water, darkness, water breathing, water walk</text>
|
||||
<text>1/day each: call lightning, Evard's black tentacles</text>
|
||||
</trait>
|
||||
<spells>command, create or destroy water, control water, darkness, water breathing, water walk, call lightning, Evard's black tentacles</spells>
|
||||
<description>Source: Locathah Rising p. 20</description>
|
||||
<environment>coastal, underwater</environment>
|
||||
</monster>
|
||||
</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>
|
||||
@@ -1,369 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<!-- Spells -->
|
||||
<spell>
|
||||
<name>Flock of Familiars</name>
|
||||
<level>2</level>
|
||||
<school>C</school>
|
||||
<ritual>NO</ritual>
|
||||
<time>1 minute</time>
|
||||
<range>Touch</range>
|
||||
<components>V, S</components>
|
||||
<duration>Concentration, up to 1 hour</duration>
|
||||
<classes>Warlock, Wizard</classes>
|
||||
<text>You temporarily summon three familiars—spirits that take animal forms of your choice. Each familiar uses the same rules and options for a familiar conjured by the find familiar spell. All the familiars conjured by this spell must be the same type of creature (celestials, fey, or fiends; your choice). If you already have a familiar conjured by the find familiar spell or similar means, then one fewer familiars are conjured by this spell.
|
||||
Familiars summoned by this spell can telepathically communicate with you and share their visual or auditory senses while they are within 1 mile of you.
|
||||
When you cast a spell with a range of touch, one of the familiars conjured by this spell can deliver the spell, as normal. However, you can cast a touch spell through only one familiar per turn.
|
||||
At Higher Levels:
|
||||
When you cast this spell using a spell slot of 3rd level or higher, you conjure an additional familiar for each slot level above 2nd.
|
||||
Source: Lost Laboratory of Kwalish p. 57
|
||||
</text>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Galder's Speedy Courier</name>
|
||||
<level>4</level>
|
||||
<school>C</school>
|
||||
<ritual>NO</ritual>
|
||||
<time>1 action</time>
|
||||
<range>10 feet</range>
|
||||
<components>V, S, M (25 gold pieces, or mineral goods of equivalent value, which the spell consumes)</components>
|
||||
<duration>10 minutes</duration>
|
||||
<classes>Warlock, Wizard</classes>
|
||||
<text>You summon a Small air elemental to a spot within range. The air elemental is formless, nearly transparent, immune to all damage, and cannot interact with other creatures or objects. It carries an open, empty chest whose interior dimensions are 3 feet on each side. While the spell lasts, you can deposit as many items inside the chest as will fit. You can then name a living creature you have met and seen at least once before, or any creature for which you possess a body part, lock of hair, clipping from a nail, or similar portion of the creature's body.
|
||||
As soon as the lid of the chest is closed, the elemental and the chest disappear, then reappear adjacent to the target creature. If the target creature is on another plane, or if it is proofed against magical detection or location, the contents of the chest reappear on the ground at your feet.
|
||||
The target creature is made aware of the chest's contents before it chooses whether or not to open it, and knows how much of the spell's duration remains in which it can retrieve them. No other creature can open the chest and retrieve its contents. When the spell expires or when all the contents of the chest have been removed, the elemental and the chest disappear. The elemental also disappears if the target creature orders it to return the items to you. When the elemental disappears, any items not taken from the chest reappear on the ground at your feet.
|
||||
At Higher Levels:
|
||||
When you cast this spell using an 8th-level spell slot, you can send the chest to a creature on a different plane of existence from you.
|
||||
Source: Lost Laboratory of Kwalish p. 57
|
||||
</text>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Galder's Tower</name>
|
||||
<level>3</level>
|
||||
<school>C</school>
|
||||
<ritual>NO</ritual>
|
||||
<time>10 minutes</time>
|
||||
<range>30 feet</range>
|
||||
<components>V, S, M (a fragment of stone, wood, or other building material)</components>
|
||||
<duration>24 hours</duration>
|
||||
<classes>Wizard</classes>
|
||||
<text>You conjure a two-story tower made of stone, wood, or similar suitably sturdy materials. The tower can be round or square in shape. Each level of the tower is 10 feet tall and has an area of up to 100 square feet. Access between levels consists of a simple ladder and hatch. Each level takes one of the following forms, chosen by you when you cast the spell:
|
||||
• A bedroom with a bed, chairs, chest, and magical fireplace
|
||||
• A study with desks, books, bookshelves, parchments, ink, and ink pens
|
||||
• A dining space with a table, chairs, magical fireplace, containers, and cooking utensils
|
||||
• A lounge with couches, armchairs, side tables and footstools
|
||||
• A washroom with toilets, washtubs, a magical brazier, and sauna benches
|
||||
• An observatory with a telescope and maps of the night sky
|
||||
• An unfurnished, empty room
|
||||
The interior of the tower is warm and dry, regardless of conditions outside. Any equipment or furnishings conjured with the tower dissipate into smoke if removed from it. At the end of the spell's duration, all creatures and objects within the tower that were not created by the spell appear safely outside on the ground, and all traces of the tower and its furnishings disappear.
|
||||
You can cast this spell again while it is active to maintain the tower's existence for another 24 hours. You can create a permanent tower by casting this spell in the same location and with the same configuration every day for one year.
|
||||
At Higher Levels:
|
||||
When you cast this spell using a spell slot of 4th level or higher, the tower can have one additional story for each slot level beyond 3rd.
|
||||
Source: Lost Laboratory of Kwalish p. 57
|
||||
</text>
|
||||
</spell>
|
||||
|
||||
|
||||
<!-- Monsters -->
|
||||
<monster>
|
||||
<name>Brain in a Jar</name>
|
||||
<size>M</size>
|
||||
<type>undead</type>
|
||||
<alignment>Any alignment</alignment>
|
||||
<ac>11 (natural armor)</ac>
|
||||
<hp>58 (9d8+18)</hp>
|
||||
<speed>walk 0 ft.</speed>
|
||||
<str>1</str>
|
||||
<dex>1</dex>
|
||||
<con>15</con>
|
||||
<int>19</int>
|
||||
<wis>10</wis>
|
||||
<cha>15</cha>
|
||||
<save>Int +7, Cha +5</save>
|
||||
<skill></skill>
|
||||
<passive>10</passive>
|
||||
<languages></languages>
|
||||
<cr>6</cr>
|
||||
<resist></resist>
|
||||
<immune>necrotic, poison, psychic</immune>
|
||||
<vulnerable></vulnerable>
|
||||
<conditionImmune>charmed, exhaustion, frightened</conditionImmune>
|
||||
<senses>darkvision 60 ft.</senses>
|
||||
<trait>
|
||||
<name>Detect Sentience</name>
|
||||
<text>The brain in a jar can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell.</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Magic Resistance</name>
|
||||
<text>The brain in a jar has advantage on saving throws against spells and other magical effects.</text>
|
||||
</trait>
|
||||
<action>
|
||||
<name>Mind Blast (Recharge 5-6)</name>
|
||||
<text>The brain in a jar magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 13 (2d8 + 4) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
|
||||
</action>
|
||||
<trait>
|
||||
<name>Innate Spellcasting (Psionics)</name>
|
||||
<text>The brain in a jar's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components:</text>
|
||||
<text>At will: detect thoughts, mage hand, zone of truth</text>
|
||||
<text>3/day each: charm person, command, hold person</text>
|
||||
<text>1/day each: compulsion, hold monster, sleep (cast at 3rd level), Tasha's hideous laughter</text>
|
||||
</trait>
|
||||
<spells>detect thoughts, mage hand, zone of truth, charm person, command, hold person, compulsion, hold monster, sleep, Tasha's hideous laughter</spells>
|
||||
<description>Source: Lost Laboratory of Kwalish p. 38, Infernal Machine Rebuild</description>
|
||||
<environment></environment>
|
||||
</monster>
|
||||
<monster>
|
||||
<name>Clockwork Kraken</name>
|
||||
<size>L</size>
|
||||
<type>construct</type>
|
||||
<alignment>Unaligned</alignment>
|
||||
<ac>17 (natural armor)</ac>
|
||||
<hp>142 (15d10+60)</hp>
|
||||
<speed>walk 30 ft.</speed>
|
||||
<str>20</str>
|
||||
<dex>12</dex>
|
||||
<con>18</con>
|
||||
<int>3</int>
|
||||
<wis>11</wis>
|
||||
<cha>1</cha>
|
||||
<save></save>
|
||||
<skill></skill>
|
||||
<passive>10</passive>
|
||||
<languages>understands the languages of its creator but can't speak</languages>
|
||||
<cr>10</cr>
|
||||
<resist>fire, poison; bludgeoning, piercing, slashing from nonmagical attacks</resist>
|
||||
<immune>poison, psychic</immune>
|
||||
<vulnerable></vulnerable>
|
||||
<conditionImmune>charmed, exhaustion, frightened, paralyzed, petrified, poisoned</conditionImmune>
|
||||
<senses>darkvision 120 ft.</senses>
|
||||
<trait>
|
||||
<name>Magic Resistance</name>
|
||||
<text>The clockwork kraken has advantage on saving throws against spells and other magical effects.</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Independent Tentacles</name>
|
||||
<text>The clockwork kraken has eight tentacles, each of which is treated as a Medium creature, moves independently on the construct's turn, and has a flying speed of 40 feet. The clockwork kraken's senses operate through its tentacles as well as its main body. Each tentacle can be attacked independently, with damage dealt to tentacles applied to the clockwork kraken's hit point total. A tentacle is destroyed if it takes more than 20 damage.</text>
|
||||
<text>Reducing the construct to three or fewer tentacles reduces its attacks accordingly. A clockwork kraken can regrow any destroyed tentacles at the end of a long rest.</text>
|
||||
</trait>
|
||||
<action>
|
||||
<name>Multiattack</name>
|
||||
<text>The clockwork kraken makes four tentacle slam attacks.</text>
|
||||
</action>
|
||||
<action>
|
||||
<name>Tentacle Slam</name>
|
||||
<text>Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 12 (2d6 + 5) bludgeoning damage.</text>
|
||||
<attack>Tentacle Slam|9|2d6+5</attack>
|
||||
</action>
|
||||
<description>Source: Lost Laboratory of Kwalish p. 38</description>
|
||||
<environment></environment>
|
||||
</monster>
|
||||
<monster>
|
||||
<name>Garret Levistusson</name>
|
||||
<size>M</size>
|
||||
<type>humanoid</type>
|
||||
<alignment>Chaotic Neutral</alignment>
|
||||
<ac>14 (natural armor)</ac>
|
||||
<hp>44 (8d8+8)</hp>
|
||||
<speed>walk 30 ft.</speed>
|
||||
<str>11</str>
|
||||
<dex>14</dex>
|
||||
<con>12</con>
|
||||
<int>11</int>
|
||||
<wis>12</wis>
|
||||
<cha>17</cha>
|
||||
<save></save>
|
||||
<skill>Deception +7, Investigation +4, Performance +5, Persuasion +5</skill>
|
||||
<passive>11</passive>
|
||||
<languages>Abyssal, Common, Infernal, Thieves' cant</languages>
|
||||
<cr>2</cr>
|
||||
<resist></resist>
|
||||
<immune></immune>
|
||||
<vulnerable></vulnerable>
|
||||
<conditionImmune></conditionImmune>
|
||||
<senses></senses>
|
||||
<trait>
|
||||
<name>Special Equipment</name>
|
||||
<text>Garret wears a Ring of Warmth (included in his statistics) and wields a Gambler's Blade longsword.</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Bardic Inspiration (3/Day)</name>
|
||||
<text>As a bonus action, Garret can give one chosen creature (other than him) a d6 inspiration die. The chosen creature must be within 60 feet of Garret and able to hear him. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can use the inspiration die after the roll is made but before the DM says whether it succeeds or fails. Once the inspiration die is rolled, it is lost. A creature can have only one inspiration die at a time.</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Cunning Action</name>
|
||||
<text>On each of his turns, Garret can use a bonus action to take the Dash, Disengage, or Hide action.</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Sneak Attack (1/Turn)</name>
|
||||
<text>Garret deals an extra 7 (2d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Garret that isn't incapacitated and Garret doesn't have disadvantage on the attack roll.</text>
|
||||
</trait>
|
||||
<action>
|
||||
<name>Shortsword</name>
|
||||
<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage.</text>
|
||||
<attack>Shortsword|4|1d6+2</attack>
|
||||
</action>
|
||||
<trait>
|
||||
<name>Spellcasting</name>
|
||||
<text>Garret is a 2nd-level spellcaster. His spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). He has the following bard spells prepared:</text>
|
||||
<text>Cantrips (at will): blade ward, vicious mockery</text>
|
||||
<text>• 1st level (3 slots): charm person, detect magic, disguise self, identify, Tasha's hideous laughter</text>
|
||||
</trait>
|
||||
<slots>3</slots>
|
||||
<spells>blade ward, vicious mockery, charm person, detect magic, disguise self, identify, Tasha's hideous laughter</spells>
|
||||
<description>Source: Lost Laboratory of Kwalish p. 41</description>
|
||||
<environment></environment>
|
||||
</monster>
|
||||
<monster>
|
||||
<name>Mary Greymalkin</name>
|
||||
<size>M</size>
|
||||
<type>humanoid</type>
|
||||
<alignment>Neutral</alignment>
|
||||
<ac>12 (Bracers of Defense)</ac>
|
||||
<hp>45 (7d8+14)</hp>
|
||||
<speed>walk 30 ft.</speed>
|
||||
<str>10</str>
|
||||
<dex>12</dex>
|
||||
<con>10</con>
|
||||
<int>14</int>
|
||||
<wis>14</wis>
|
||||
<cha>15</cha>
|
||||
<save>Wis +4, Cha +4</save>
|
||||
<skill>Arcana +4, Medicine +4, Nature +4, Religion +4</skill>
|
||||
<passive>12</passive>
|
||||
<languages>Abyssal, Celestial, Common, Elvish, Infernal, Sylvan</languages>
|
||||
<cr>2</cr>
|
||||
<resist></resist>
|
||||
<immune></immune>
|
||||
<vulnerable></vulnerable>
|
||||
<conditionImmune></conditionImmune>
|
||||
<senses></senses>
|
||||
<trait>
|
||||
<name>Special Equipment</name>
|
||||
<text>Mary wears Bracers of Defense and a Ring of Protection, and carries a Deck of Several Things</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Fey Presence (Recharges after a Short Rest)</name>
|
||||
<text>Mary can cause each creature within 10 feet of her to succeed on a DC 12 Wisdom saving throw or become charmed or frightened by her (Mary's choice) until the end of her next turn.</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Fey Ancestry</name>
|
||||
<text>Mary has advantage on saving throws against being charmed, and magic can't put her to sleep.</text>
|
||||
</trait>
|
||||
<action>
|
||||
<name>Quarterstaff</name>
|
||||
<text>Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 3 (1d6) bludgeoning damage.</text>
|
||||
<attack>Quarterstaff|2|1d6</attack>
|
||||
</action>
|
||||
<trait>
|
||||
<name>Spellcasting</name>
|
||||
<text>Mary is a 5th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). She regains her expended spell slots when she finishes a short or long rest. She knows the following warlock spells:</text>
|
||||
<text>Cantrips (at will): chill touch, eldritch blast, mage hand</text>
|
||||
<text>• 3rd level (3 slots): darkness, hex, hypnotic pattern, misty step, phantasmal force, unseen servant</text>
|
||||
</trait>
|
||||
<slots>3</slots>
|
||||
<spells>chill touch, eldritch blast, mage hand, darkness, hex, hypnotic pattern, misty step, phantasmal force, unseen servant</spells>
|
||||
<description>Source: Lost Laboratory of Kwalish p. 41</description>
|
||||
<environment></environment>
|
||||
</monster>
|
||||
<monster>
|
||||
<name>Ooze-Folk</name>
|
||||
<size>M</size>
|
||||
<type>ooze</type>
|
||||
<alignment>Unaligned</alignment>
|
||||
<ac>10 (natural armor)</ac>
|
||||
<hp>19 (2d8+10)</hp>
|
||||
<speed>walk 30 ft.</speed>
|
||||
<str>14</str>
|
||||
<dex>3</dex>
|
||||
<con>20</con>
|
||||
<int>1</int>
|
||||
<wis>6</wis>
|
||||
<cha>1</cha>
|
||||
<save></save>
|
||||
<skill></skill>
|
||||
<passive>8</passive>
|
||||
<languages></languages>
|
||||
<cr>1/2</cr>
|
||||
<resist></resist>
|
||||
<immune></immune>
|
||||
<vulnerable></vulnerable>
|
||||
<conditionImmune>blinded, charmed, deafened, exhaustion, frightened, prone</conditionImmune>
|
||||
<senses>blindsight 60 ft.</senses>
|
||||
<trait>
|
||||
<name>Transparent</name>
|
||||
<text>Even when an ooze-folk is in plain sight, it takes a DC 12 Wisdom (Perception) check to spot an ooze-folk that has neither moved nor attacked. A creature that tries to enter the ooze-folk's space while unaware of the ooze-folk is surprised by the ooze-folk.</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Fragile Bones</name>
|
||||
<text>For each 5 damage it takes, the ooze-folk's walking speed is reduced by 5 feet.</text>
|
||||
</trait>
|
||||
<action>
|
||||
<name>Multiattack</name>
|
||||
<text>The ooze folk makes one glass longsword attack and one pseudopod attack.</text>
|
||||
</action>
|
||||
<action>
|
||||
<name>Glass Longsword</name>
|
||||
<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 6 (1d8 + 2) slashing damage. If a 1 is rolled on an attack roll with a glass longsword, it shatters and can no longer be used.</text>
|
||||
<attack>Glass Longsword|4|1d8+2</attack>
|
||||
</action>
|
||||
<action>
|
||||
<name>Pseudopod</name>
|
||||
<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 5 (1d6 + 2) acid damage.</text>
|
||||
<attack>Pseudopod|4|1d6+2</attack>
|
||||
</action>
|
||||
<description>Source: Lost Laboratory of Kwalish p. 46</description>
|
||||
<environment></environment>
|
||||
</monster>
|
||||
<monster>
|
||||
<name>Gloine Nathair-Nathair</name>
|
||||
<size>M</size>
|
||||
<type>monstrosity</type>
|
||||
<alignment>Lawful Evil</alignment>
|
||||
<ac>15 (natural armor)</ac>
|
||||
<hp>127 (17d8+51)</hp>
|
||||
<speed>walk 30 ft.</speed>
|
||||
<str>10</str>
|
||||
<dex>15</dex>
|
||||
<con>16</con>
|
||||
<int>12</int>
|
||||
<wis>13</wis>
|
||||
<cha>15</cha>
|
||||
<save></save>
|
||||
<skill>Deception +5, Insight +4, Perception +4, Stealth +5</skill>
|
||||
<passive>14</passive>
|
||||
<languages>Common</languages>
|
||||
<cr>6</cr>
|
||||
<resist></resist>
|
||||
<immune></immune>
|
||||
<vulnerable></vulnerable>
|
||||
<conditionImmune></conditionImmune>
|
||||
<senses>darkvision 60 ft.</senses>
|
||||
<trait>
|
||||
<name>Petrifying Gaze</name>
|
||||
<text>When a creature that can see Gloine's eyes starts its turn within 30 feet of Gloine, Gloine can force it to make a DC 14 Constitution saving throw if Gloine isn't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic.</text>
|
||||
<text>Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see Gloine until the start of its next turn, when it can avert its eyes again. If the creature looks at Gloine in the meantime, it must immediately make the save.</text>
|
||||
<text>If Gloine sees itself reflected on a polished surface within 30 feet of it and in an area of bright light, Gloine is, due to its curse, affected by its own gaze.</text>
|
||||
</trait>
|
||||
<action>
|
||||
<name>Multiattack</name>
|
||||
<text>Gloine makes either three melee attacks—one with its snake hair and two with its shortsword—or two ranged attacks with its longbow.</text>
|
||||
</action>
|
||||
<action>
|
||||
<name>Snake Hair</name>
|
||||
<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 4 (1d4 + 2) piercing damage plus 14 (4d6) poison damage.</text>
|
||||
<attack>Snake Hair|5|1d4+2</attack>
|
||||
</action>
|
||||
<action>
|
||||
<name>Shortsword</name>
|
||||
<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage.</text>
|
||||
<attack>Shortsword|5|1d6+2</attack>
|
||||
</action>
|
||||
<action>
|
||||
<name>Longbow</name>
|
||||
<text>Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. 6 (1d8 + 2) piercing damage plus 7 (2d6) poison damage.</text>
|
||||
<attack>Longbow|5|1d8+2</attack>
|
||||
</action>
|
||||
<description>Source: Infernal Machine Rebuild p. 23</description>
|
||||
<environment>desert</environment>
|
||||
</monster>
|
||||
</compendium>
|
||||
300
FightClub5eXML/Sources/LostLaboratoryOfKwalish/items-llk.xml
Normal file
300
FightClub5eXML/Sources/LostLaboratoryOfKwalish/items-llk.xml
Normal file
@@ -0,0 +1,300 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<item>
|
||||
<name>Barrier Peaks Trinket</name>
|
||||
<detail>Adventuring Gear</detail>
|
||||
<type>G</type>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>At any point while the characters are searching through unusual equipment or detritus in the Monastery of the Distressed Body or the city of Daoine Gloine, roll on the following table to determine what they find. Each character finds one Barrier Peaks trinket over the course of the adventure.
|
||||
Barrier Peaks Trinkets
|
||||
d100 | Trinket
|
||||
01–02 | A handheld device containing a glowing green gem that darkens when no oxygen is present
|
||||
03–04 | A foot-long, egg-shaped object made from stitched leather
|
||||
05–06 | A black metal cylinder that dictates the history of an unknown plant or animal species when held
|
||||
07–08 | A cylindrical jar containing a pickled crustacean of unknown origin
|
||||
09–10 | A small thumb-button storage cylinder that releases a useless iron key when pressed
|
||||
11–12 | An unusual heraldic cloak pin that emits a short musical fanfare when tapped
|
||||
13–14 | A handheld tube that sucks in dust when squeezed and captures it in a detachable compartment
|
||||
15–16 | A scintillating disk of unknown material
|
||||
17–18 | A dial that can be twisted to slowly click back to its origin, whereupon it emits a loud ringing noise
|
||||
19–20 | A hovering, apple-sized orb of metal that follows you around
|
||||
21–22 | The petrified cocoon of an unknown insect
|
||||
23–24 | A bronze gauntlet set with many slots, and which violently expels any object pressed into those slots
|
||||
25–26 | A box that plays an illusory message in an unknown language when opened
|
||||
27–28 | A rod that causes you to forget the last five minutes when you press a button near its tip
|
||||
29–30 | A palm-sized cylinder that emits a harmless ray of glowing blue light when squeezed
|
||||
31–32 | A bead that suppresses your hearing when secreted inside either ear, causing you to be deafened
|
||||
33–34 | An amulet that displays your current health as a green bar above your head, with the bar retracting as your hit point total decreases
|
||||
35–36 | A casket containing one hundred tasteless blue pills that produce no discernible effect when swallowed
|
||||
37–38 | A metal mechanical puzzle with no apparent solution
|
||||
39–40 | A metal spinning top that never tips over when spun
|
||||
41–42 | Two strips of cloth-like material, each coated with a soft, hair-like fuzz on one side
|
||||
43–44 | A simple wire pyramid that preserves any foodstuffs it is placed over
|
||||
45–46 | A star chart labeled in an unknown script
|
||||
47–48 | A rectangle of black glass that displays indecipherable arcane runes when you swipe your finger across it
|
||||
49–50 | A schematic that shows the inner workings of an impossibly complex device
|
||||
51–52 | An odd pair of comfortable shoes made from supple, multicolored material
|
||||
53–54 | A mirror that makes you appear more beautiful when you tap your reflection
|
||||
55–56 | A mechanical metal puppy that playfully follows you around when activated
|
||||
57–58 | A talking bracelet that speaks only to correct your grammar
|
||||
59–60 | A bar of soap that can remove any stain
|
||||
61–62 | A journal in Common, written by someone in a world similar to but not quite the same as your own
|
||||
63–64 | A tub containing one serving of disgusting but nutritious goop that refills itself slowly over the course of one week
|
||||
65–66 | An instruction manual for activating a mysterious, world-destroying device
|
||||
67–68 | A small supple disk that displays weird moving symbols when placed over either eye
|
||||
69–70 | A tiny desk set with large, colorful buttons, each of which plays a discordant musical fanfare when pressed
|
||||
71–72 | A pair of tinted spectacles that reduce the glare of the sun when worn
|
||||
73–74 | An inflatable bedroll made from an unknown material, and which slowly deflates when used
|
||||
75–76 | A rod tipped with a blunt metal pincer whose grip can be adjusted by turning a screw
|
||||
77–78 | A battered helmet with a transparent orange visor that flips into place when donned
|
||||
79–80 | An animated map of a mysterious city that appears to be tracking the movements of five creatures
|
||||
81–82 | A cylinder of mist that holds your hair perfectly in shape when sprayed onto your head
|
||||
83–84 | A talking wand that tells you the name of any plant you point it at
|
||||
85–86 | A metal bracelet that displays the number of steps you've taken since your last long rest
|
||||
87–88 | A tiny handheld device that projects a glowing dot onto whatever you point it at
|
||||
89–90 | A rectangular piece of glass that displays a twelve-digit countdown on its surface
|
||||
91–92 | A wall chart of mysterious formulae arranged into a color-coded grid
|
||||
93–94 | A handheld device that solves any math problem you input using its buttons
|
||||
95–96 | A ball of speckled brown fur that appears to be alive
|
||||
97–98 | A complicated crystal board game that you don't know how to play
|
||||
99–00 | A large glass rectangle that displays a storm of black and white patterns when you press a button on its underside
|
||||
Source: Lost Laboratory of Kwalish p. 7</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Deck of Several Things</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>Stored in a leather pouch, this unique deck contains twenty-two colored cards made of some strong but unknown metal, each of which features a design printed as a mosaic of raised dots. Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly (you can use an altered deck of playing cards to simulate the deck). Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take effect all at once.
|
||||
Once a card is drawn, it fades from existence. Unless the card is the Fool or the Jester, the card reappears in the deck, making it possible to draw the same card twice.
|
||||
1d22 | Card
|
||||
1 | Vizier
|
||||
2 | Sun
|
||||
3 | Moon
|
||||
4 | Star
|
||||
5 | Comet
|
||||
6 | The Fates
|
||||
7 | Throne
|
||||
8 | Key
|
||||
9 | Knight
|
||||
10 | Gem
|
||||
11 | Talons
|
||||
12 | The Void
|
||||
13 | Flames
|
||||
14 | Skull
|
||||
15 | Idiot
|
||||
16 | Donjon
|
||||
17 | Ruin
|
||||
18 | Euryale
|
||||
19 | Rogue
|
||||
20 | Balance
|
||||
21 | Fool
|
||||
22 | Jester
|
||||
Balance: Your mind suffers a wrenching alteration, causing your alignment to change for the duration of the adventure. Lawful becomes chaotic, good becomes evil, and vice versa. If you are true neutral or unaligned, this card has no effect on you.
|
||||
Comet: If you single-handedly defeat the next hostile monster or group of monsters you encounter, you have advantage on ability checks made using one skill of your choice for the duration of the adventure. Otherwise, this card has no effect.
|
||||
Donjon: You are instantly teleported to and confined within the prison of the Monastery of the Distressed Body (area M6). Everything you were wearing and carrying stays behind in the space you occupied when you disappeared. You draw no more cards.
|
||||
Euryale: The card's medusa-like visage curses you. You take a −1 penalty on saving throws for the duration of the adventure.
|
||||
The Fates: Reality's fabric unravels and spins anew, allowing you to avoid or erase one event as if it never happened. You can use the card's magic as soon as you draw the card or at any other point during the adventure.
|
||||
Flames: The Grand Master of the Monastery of the Distressed Body becomes your enemy. The bone devil seeks your ruin, savoring your suffering before attempting to slay you. If the Grand Master has already been defeated, you gain the enmity of Garret Levistusson's patron—a similarly powerful devil.
|
||||
Fool: For the duration of the adventure, you lose proficiency with one skill or gain disadvantage on all checks made with one skill (with the skill and the penalty determined by the DM). Discard this card and draw from the deck again, counting both draws as one of your declared draws.
|
||||
Gem: The 1,000 gp hoard of the leprechaun from the Wilderness Encounters table (see appendix A) appears at your feet. If that treasure has already been claimed, you gain an equivalent hoard.
|
||||
Idiot: Reduce your Intelligence by 1d4 + 1 (to a minimum score of 1) for the duration of the adventure. You can draw one additional card beyond your declared draws.
|
||||
Jester: You gain proficiency in a skill of your choice for the duration of the adventure, or you can draw two additional cards beyond your declared draws.
|
||||
Key: A common or uncommon magic weapon with which you are proficient, or a spell scroll featuring a spell of a level you can cast, appears in your hands. The DM chooses the weapon or spell, which you possess for the duration of this adventure.
|
||||
Knight: You gain the service of any of the NPCs in the "Hirelings" section not currently with the party, who appears in a space you choose within 30 feet of you. The NPC serves you loyally for the duration of the adventure, believing that the fates have drawn them to you. You control this character.
|
||||
Moon: You are granted the ability to cast any spell of 5th level or lower, and can use that ability 1d3 times for the duration of the adventure.
|
||||
Rogue: An NPC of the DM's choice becomes secretly hostile toward you. The identity of your new enemy isn't known until the NPC or someone else reveals it. Any enchantment spell cast on the NPC at 6th level or higher can end the NPC's hostility toward you.
|
||||
Ruin: All forms of wealth that you carry or own, other than magic items, are lost to you. This wealth can be recovered either in the treasury of the Monastery of the Distressed Body (area M10) or Kwalish's lab in Daoine Gloine (area O7), whichever comes later in the adventure.
|
||||
Skull: You summon an avatar of death—a mechanical skeleton (use bone naga statistics) clad in a tattered black robe. It appears in a space of the DM's choice within 10 feet of you and attacks you, warning all others that you must win the battle alone. The avatar fights until you die or it drops to 0 hit points, whereupon it disappears. If anyone tries to help you, the helper summons its own avatar of death. A creature slain by an avatar of death can't be restored to life.
|
||||
Star: Increase one of your ability scores by 1 for the duration of the adventure. The score can exceed 20 but can't exceed 24.
|
||||
Sun: You gain proficiency in the skill of your choice for the duration of the adventure. In addition, a common or uncommon wondrous item appears in your hands. The DM chooses the item, which you possess for the duration of this adventure.
|
||||
Talons: Every magic item you wear or carry is lost to you. These items can be recovered either in the treasury of the Monastery of the Distressed Body (area M10) or Kwalish's lab in Daoine Gloine (area O7), whichever comes later in the adventure.
|
||||
Throne: You gain proficiency in the Persuasion skill and you double your proficiency bonus on checks made with that skill for the duration of the adventure. In addition, the Monastery of the Distressed Body's brains in jars regard you thereafter as the monastery's rightful master. You must defeat or otherwise clear out the Grand Master and its servants before you can claim the monastery as yours.
|
||||
Vizier: At any one time you choose within the duration of the adventure, you can ask a question in meditation and mentally receive a truthful answer to that question. Besides information, the answer helps you solve a puzzling problem or other dilemma. In other words, the knowledge comes with wisdom on how to apply it.
|
||||
The Void: This black card spells disaster. Your soul is drawn from your body and held within machinery in either the control room of the Monastery of the Distressed Body (area M8) or Kwalish's lab in Daoine Gloine (area O7), whichever comes later in the adventure. While your soul is trapped in this way, your body is incapacitated. Divination, contact other plane, or a similar spell of 4th level or higher reveals the location of the machinery that holds your soul. You draw no more cards.
|
||||
Using the Deck of Several Things: The special nature of this deck (carried by Mary Greymalkin if she is used as an NPC) means that many of its effects operate only within and with respect to this specific adventure. This typically covers any time the characters spend between setting out for the Barrier Peaks and the resolution of whatever events transpire in Kwalish's lab (area O7).
|
||||
For cards that effectively remove a character from play for a period of time (Donjon and the Void), you can allow a player to take on the role of one of the party's NPC hirelings, or introduce a temporary character as an NPC met during the party's journey. Alternatively, you can decide that only some aspect of the character's will disappears and is imprisoned, leaving the character to operate in a robotic state until freed.
|
||||
Source: Lost Laboratory of Kwalish p. 53</text>
|
||||
<roll>1d22</roll>
|
||||
<roll>1d4+1</roll>
|
||||
<roll>1d3</roll>
|
||||
</item>
|
||||
<item>
|
||||
<name>Enchanted Three-Dragon Ante Set</name>
|
||||
<detail>Gaming Set</detail>
|
||||
<type>G</type>
|
||||
<weight></weight>
|
||||
<value>1.0</value>
|
||||
<property></property>
|
||||
<text>One card in this deck is enchanted to appear as whatever specific card its owner commands. This magic works only 25 percent of the time, but the deck is worth 500 gp to any serious gambler who doesn't mind the risk—or who isn't told about it.
|
||||
Source: Lost Laboratory of Kwalish p. 15</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Galder's Bubble Pipe</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>This finely carved pipe blows odorless bubbles instead of smoke when used. The pipe has 3 charges, and it regains all spent charges daily at dawn. While you hold the pipe, you can expend charges to gain access to the following properties:
|
||||
• You can cast fog cloud as an action (1 charge).
|
||||
• You can cast misty step as a bonus action (2 charges).
|
||||
• You can summon a steam mephit as an action (3 charges). The mephit is friendly to you, obeys your verbal commands, and acts on its own turn in the initiative order. It disappears in a harmless puff of steam after 1 minute or if it ends its turn more than 60 feet from the pipe.
|
||||
Source: Lost Laboratory of Kwalish p. 55</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Heward's Hireling Armor</name>
|
||||
<detail>Light Armor</detail>
|
||||
<type>LA</type>
|
||||
<weight>10</weight>
|
||||
<property></property>
|
||||
<ac>11</ac>
|
||||
<text>A number of Kwalish's experiments were attempts to research the works of the legendary mage Heward, who first crafted what he named hireling armor. While wearing this armor, you gain a +1 bonus to AC. In addition, the armor's animated straps can assist with the drawing and sheathing of weapons, such that you can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
|
||||
This armor also has six pockets, each of which is an extradimensional space. Each pocket can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The armor always weighs 10 pounds, regardless of its pockets' contents. Placing an object into one of the armor's pockets follows the normal rules for interacting with objects. Retrieving an item from a pocket of the armor requires you to use an action. When you reach into a pocket for a specific item, the item is always magically on top.
|
||||
Placing the armor inside an extradimensional space created by a bag of holding, a Heward's handy haversack, or a similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.
|
||||
Source: Lost Laboratory of Kwalish p. 55</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Ioun Stone, Historical Knowledge</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
|
||||
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
|
||||
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
|
||||
You gain proficiency in the History skill, or a +1 bonus to checks with that skill if already proficient, while this polished, steely sphere orbits your head.
|
||||
Source: Lost Laboratory of Kwalish p. 55</text>
|
||||
<roll>1d3</roll>
|
||||
</item>
|
||||
<item>
|
||||
<name>Ioun Stone, Language Knowledge</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
|
||||
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
|
||||
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
|
||||
You are fluent in one additional language while this pulsating bit of red jeweled crystal orbits your head. The DM chooses the language bestowed by the stone.
|
||||
Source: Lost Laboratory of Kwalish p. 55</text>
|
||||
<roll>1d3</roll>
|
||||
</item>
|
||||
<item>
|
||||
<name>Ioun Stone, Natural Knowledge</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
|
||||
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
|
||||
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
|
||||
You gain proficiency in the Nature skill, or a +1 bonus to checks with that skill if already proficient, while this burnished, brassy stone orbits your head.
|
||||
Source: Lost Laboratory of Kwalish p. 55</text>
|
||||
<roll>1d3</roll>
|
||||
</item>
|
||||
<item>
|
||||
<name>Ioun Stone, Religious Knowledge</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
|
||||
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
|
||||
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
|
||||
You gain proficiency in the Religion skill, or a +1 bonus to checks with that skill if already proficient, while this tiny golden gem orbits your head.
|
||||
Source: Lost Laboratory of Kwalish p. 55</text>
|
||||
<roll>1d3</roll>
|
||||
</item>
|
||||
<item>
|
||||
<name>Ioun Stone, Self-Preservation</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
|
||||
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
|
||||
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
|
||||
You gain a +1 bonus to Intelligence saving throws while this silvery gem orbits your head.
|
||||
Source: Lost Laboratory of Kwalish p. 55</text>
|
||||
<roll>1d3</roll>
|
||||
</item>
|
||||
<item>
|
||||
<name>Ioun Stone, Supreme Intellect</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
|
||||
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
|
||||
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
|
||||
You gain a +1 bonus to Intelligence checks while this faceted sphere orbits your head.
|
||||
Source: Lost Laboratory of Kwalish p. 55</text>
|
||||
<roll>1d3</roll>
|
||||
</item>
|
||||
<item>
|
||||
<name>Leather Golem Armor</name>
|
||||
<detail>Cursed item, Light Armor</detail>
|
||||
<type>LA</type>
|
||||
<weight>10</weight>
|
||||
<property></property>
|
||||
<ac>11</ac>
|
||||
<text>Strange rituals have repurposed the body of a flesh golem into this partially sentient suit of leather armor. While wearing this armor, you gain a +1 bonus to AC and to saving throws against spells and other magical effects. In addition, you gain the following properties:
|
||||
You are immune to any spell or effect that would alter your form.
|
||||
You gain resistance to lightning damage. Whenever you take lightning damage, you gain 5 temporary hit points.
|
||||
Curse: This armor is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the armor. In addition, while you wear the cursed armor, you gain the following properties:
|
||||
If you take fire damage, you have disadvantage on attack rolls and ability checks until the end of your next turn.
|
||||
Whenever a critical hit is made against you, roll a d6. On a 6, the armor causes you to go berserk. On each of your turns while berserk, you attack the nearest creature you can see. If no creature is near enough to move to and attack, you attack an object, with preference for an object smaller than yourself. Once the armor causes you to go berserk, it cannot be removed. You continue to attack until you are incapacitated or until another creature is able to calm you with appropriate magic (such as a calm emotions spell) or a successful DC 15 Charisma (Persuasion) check.
|
||||
Source: Lost Laboratory of Kwalish p. 55</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Powered Armor</name>
|
||||
<detail>Heavy Armor</detail>
|
||||
<type>HA</type>
|
||||
<weight>65</weight>
|
||||
<property></property>
|
||||
<ac>18</ac>
|
||||
<text>Powered armor resembles a suit of unusual plate armor, with finely articulated joints connected by an oily, black, leather-like material. The armor has been worked to create the appearance of a heavily muscled warrior, and its great helm is unusual in that it has no openings—only a broad glass plate in the front with a second piece of glass above it. Strange plates, tubing, and large metal bosses adorn the armor in seemingly random fashion. On the back of the armor's left gauntlet is a rectangular metal box, from which projects a short rod tipped with a cone-shaped red crystal.
|
||||
While wearing this armor, you gain the following benefits:
|
||||
• You have a +1 bonus to AC.
|
||||
• Your Strength score is 18 (this has no effect if your Strength is already 18 or higher).
|
||||
• You have advantage on death saving throws.
|
||||
The armor has further capabilities that can be powered either by energy cells or by your own life energy. You can use a bonus action to draw power from an energy cell or sacrifice hit points to gain one of the following benefits:
|
||||
• Emit a force field to gain 2d6 + 5 temporary hit points (1 charge or 5 hit points).
|
||||
• Activate boosters to gain a flying speed of 15 feet for 1 minute (1 charge or 5 hit points).
|
||||
• Fire arm-mounted laser: Ranged Weapon Attack: +8 to hit, range 120 feet, one target. 2d6 radiant damage (1 charge or 5 hit points).
|
||||
• Translate any writing you can see in any nonmagical language, to a total of one thousand words over 1 minute (1 charge or 5 hit points).
|
||||
• Fill the armor with air, allowing you to breathe normally in any environment for up to 1 hour (1 charge or 5 hit points).
|
||||
• Gain darkvision to a range of 60 feet for up to 1 hour (1 charge or 5 hit points).
|
||||
The armor can accept only one energy cell at a time. It is found with one energy cell attached, containing 2d10 charges.
|
||||
Powered Armor Options: Depending on where and how it appears in the adventure, you might wish to modify the features of Kwalish's legendary powered armor.
|
||||
Source: Lost Laboratory of Kwalish p. 56</text>
|
||||
<roll>2d6+5</roll>
|
||||
<roll>2d6</roll>
|
||||
<roll>2d10</roll>
|
||||
</item>
|
||||
<item>
|
||||
<name>Ioun Stone</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>Ioun Stone, Supreme Intellect
|
||||
Ioun Stone, Historical Knowledge
|
||||
Ioun Stone, Natural Knowledge
|
||||
Ioun Stone, Religious Knowledge
|
||||
Ioun Stone, Language Knowledge
|
||||
Ioun Stone, Self-Preservation
|
||||
Source: Lost Laboratory of Kwalish p. 55</text>
|
||||
</item>
|
||||
</compendium>
|
||||
6
FightClub5eXML/Sources/LostLaboratoryOfKwalish/spells-llk.xml
Executable file → Normal file
6
FightClub5eXML/Sources/LostLaboratoryOfKwalish/spells-llk.xml
Executable file → Normal file
@@ -2,6 +2,7 @@
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<spell>
|
||||
<name>Flock of Familiars</name>
|
||||
<classes>Warlock, Wizard</classes>
|
||||
<level>2</level>
|
||||
<school>C</school>
|
||||
<ritual>NO</ritual>
|
||||
@@ -9,7 +10,6 @@
|
||||
<range>Touch</range>
|
||||
<components>V, S</components>
|
||||
<duration>Concentration, up to 1 hour</duration>
|
||||
<classes>Warlock, Wizard</classes>
|
||||
<text>You temporarily summon three familiars—spirits that take animal forms of your choice. Each familiar uses the same rules and options for a familiar conjured by the find familiar spell. All the familiars conjured by this spell must be the same type of creature (celestials, fey, or fiends; your choice). If you already have a familiar conjured by the find familiar spell or similar means, then one fewer familiars are conjured by this spell.
|
||||
Familiars summoned by this spell can telepathically communicate with you and share their visual or auditory senses while they are within 1 mile of you.
|
||||
When you cast a spell with a range of touch, one of the familiars conjured by this spell can deliver the spell, as normal. However, you can cast a touch spell through only one familiar per turn.
|
||||
@@ -19,6 +19,7 @@ Source: Lost Laboratory of Kwalish p. 57</text>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Galder's Speedy Courier</name>
|
||||
<classes>Warlock, Wizard</classes>
|
||||
<level>4</level>
|
||||
<school>C</school>
|
||||
<ritual>NO</ritual>
|
||||
@@ -26,7 +27,6 @@ Source: Lost Laboratory of Kwalish p. 57</text>
|
||||
<range>10 feet</range>
|
||||
<components>V, S, M (25 gold pieces, or mineral goods of equivalent value, which the spell consumes)</components>
|
||||
<duration>10 minutes</duration>
|
||||
<classes>Warlock, Wizard</classes>
|
||||
<text>You summon a Small air elemental to a spot within range. The air elemental is formless, nearly transparent, immune to all damage, and cannot interact with other creatures or objects. It carries an open, empty chest whose interior dimensions are 3 feet on each side. While the spell lasts, you can deposit as many items inside the chest as will fit. You can then name a living creature you have met and seen at least once before, or any creature for which you possess a body part, lock of hair, clipping from a nail, or similar portion of the creature's body.
|
||||
As soon as the lid of the chest is closed, the elemental and the chest disappear, then reappear adjacent to the target creature. If the target creature is on another plane, or if it is proofed against magical detection or location, the contents of the chest reappear on the ground at your feet.
|
||||
The target creature is made aware of the chest's contents before it chooses whether or not to open it, and knows how much of the spell's duration remains in which it can retrieve them. No other creature can open the chest and retrieve its contents. When the spell expires or when all the contents of the chest have been removed, the elemental and the chest disappear. The elemental also disappears if the target creature orders it to return the items to you. When the elemental disappears, any items not taken from the chest reappear on the ground at your feet.
|
||||
@@ -36,6 +36,7 @@ Source: Lost Laboratory of Kwalish p. 57</text>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Galder's Tower</name>
|
||||
<classes>Wizard</classes>
|
||||
<level>3</level>
|
||||
<school>C</school>
|
||||
<ritual>NO</ritual>
|
||||
@@ -43,7 +44,6 @@ Source: Lost Laboratory of Kwalish p. 57</text>
|
||||
<range>30 feet</range>
|
||||
<components>V, S, M (a fragment of stone, wood, or other building material)</components>
|
||||
<duration>24 hours</duration>
|
||||
<classes>Wizard</classes>
|
||||
<text>You conjure a two-story tower made of stone, wood, or similar suitably sturdy materials. The tower can be round or square in shape. Each level of the tower is 10 feet tall and has an area of up to 100 square feet. Access between levels consists of a simple ladder and hatch. Each level takes one of the following forms, chosen by you when you cast the spell:
|
||||
• A bedroom with a bed, chairs, chest, and magical fireplace
|
||||
• A study with desks, books, bookshelves, parchments, ink, and ink pens
|
||||
|
||||
70
FightClub5eXML/Sources/LostMineOfPhandelver/items-lmop.xml
Normal file
70
FightClub5eXML/Sources/LostMineOfPhandelver/items-lmop.xml
Normal file
@@ -0,0 +1,70 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<item>
|
||||
<name>Dragonguard</name>
|
||||
<detail>Medium Armor</detail>
|
||||
<type>MA</type>
|
||||
<weight>20</weight>
|
||||
<property></property>
|
||||
<ac>14</ac>
|
||||
<text>You have a +1 bonus to AC while wearing this armor.
|
||||
This +1 breastplate has a gold dragon motif worked into its design. Created for a human hero of Neverwinter named Tergon, it grants its wearer advantage on saving throws against the breath weapons of creatures that have the dragon type.
|
||||
Source: Lost Mine of Phandelver p. 48</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Hew</name>
|
||||
<detail>Melee Weapon</detail>
|
||||
<type>M</type>
|
||||
<weight>4</weight>
|
||||
<property>V</property>
|
||||
<dmg1>1d8</dmg1>
|
||||
<dmg2>1d10</dmg2>
|
||||
<dmgType>S</dmgType>
|
||||
<text>This +1 battleaxe deals maximum damage when the wielder hits a plant creature or an object made of wood. The axe's creator was a dwarf smith who feuded with the dryads of a forest where he cut firewood. Whoever carries the axe feels uneasy whenever he or she travels through a forest.
|
||||
Source: Lost Mine of Phandelver p. 33</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Lightbringer</name>
|
||||
<detail>Melee Weapon</detail>
|
||||
<type>M</type>
|
||||
<weight>4</weight>
|
||||
<property></property>
|
||||
<dmg1>1d6</dmg1>
|
||||
<dmgType>B</dmgType>
|
||||
<text>This +1 mace was made for a cleric of Lathander, the god of dawn. The head of the mace is shaped like a sunburst and made of solid brass. Named Lightbringer, this weapon glows as bright as a torch when its wielder commands. While glowing, the mace deals an extra 1d6 radiant damage to undead creatures.
|
||||
Source: Lost Mine of Phandelver p. 48</text>
|
||||
<roll>1d6</roll>
|
||||
</item>
|
||||
<item>
|
||||
<name>Spider Staff</name>
|
||||
<detail>Staff</detail>
|
||||
<type>ST</type>
|
||||
<weight>6</weight>
|
||||
<property>V</property>
|
||||
<dmg1>1d6</dmg1>
|
||||
<dmg2>1d8</dmg2>
|
||||
<dmgType>B</dmgType>
|
||||
<text>The top of this black, adamantine staff is shaped like a spider. The staff weighs 6 pounds. You must be attuned to the staff to gain its benefits and cast its spells. The staff can be wielded as a quarterstaff. It deals 1d6 extra poison damage on a hit when used to make a weapon attack.
|
||||
The staff has 10 charges, which are used to fuel the spells within it. With the staff in hand, you can use your action to cast one of the following spells from the staff if the spell is on your class's spell list: spider climb (1 charge) or web (2 charges, spell save DC 15). No components are required.
|
||||
The staff regains 1d6 + 4 expended charges each day at dusk. If you expend the staff's last charge, roll a d20. On a 1, the staff crumbles to dust and is destroyed.
|
||||
Source: Lost Mine of Phandelver p. 53</text>
|
||||
<roll>1d6</roll>
|
||||
<roll>1d6+4</roll>
|
||||
</item>
|
||||
<item>
|
||||
<name>Staff of Defense</name>
|
||||
<detail>Staff</detail>
|
||||
<type>ST</type>
|
||||
<weight>3</weight>
|
||||
<property>V</property>
|
||||
<dmg1>1d6</dmg1>
|
||||
<dmg2>1d8</dmg2>
|
||||
<dmgType>B</dmgType>
|
||||
<text>This slender, hollow staff is made of glass yet is as strong as oak. It weighs 3 pounds. You must be attuned to the staff to gain its benefits and cast its spells.
|
||||
While holding the staff, you have a +1 bonus to your Armor Class.
|
||||
The staff has 10 charges, which are used to fuel the spells within it. With the staff in hand, you can use your action to cast one of the following spells from the staff if the spell is on your class's spell list: mage armor (1 charge) or shield (2 charges). No components are required.
|
||||
The staff regains 1d6 + 4 expended charges each day at dawn. If you expend the staff's last charge, roll a d20. On a 1, the staff shatters and is destroyed.
|
||||
Source: Lost Mine of Phandelver p. 53</text>
|
||||
<roll>1d6+4</roll>
|
||||
</item>
|
||||
</compendium>
|
||||
225
FightClub5eXML/Sources/Miscellaneous/class-cleric-twitter.xml
Normal file
225
FightClub5eXML/Sources/Miscellaneous/class-cleric-twitter.xml
Normal file
@@ -0,0 +1,225 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<class>
|
||||
<name>Cleric</name>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>Divine Domain: Darkness Domain (Twitter)</name>
|
||||
<text>[Note: this subclass is likely not intended as official content: "For the curious, when building stuff for my own campaign I kind of don't care about balance. Anything I can break in design I can counterbreak five times as bad during a session, as needed. Plus, IMO stuff going sideways and weird is why I play the game."—Mike Mearls (https://twitter.com/mikemearls/status/1015752965213204480)]</text>
|
||||
<text>Custom built for clerics of Zehir, and perhaps Lolth.</text>
|
||||
<text>At each indicated cleric level, you add the listed spells to your spells prepared.</text>
|
||||
<text></text>
|
||||
<text>Darkness Domain Spells</text>
|
||||
<text>Cleric Level | Spells</text>
|
||||
<text>1st | arms of hadar, hex</text>
|
||||
<text>3rd | blindness/deafness, darkness</text>
|
||||
<text>5th | fear, vampiric touch</text>
|
||||
<text>7th | blight, Evard's black tentacles</text>
|
||||
<text>9th | contagion, enervation</text>
|
||||
<text></text>
|
||||
<text>Source: Twitter</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>Darkness Domain (Twitter): Child of Night</name>
|
||||
<text>When you choose this domain at 1st level, you gain the chill touch cantrip. If you do not have darkvision, you gain it with a range of 30 feet.</text>
|
||||
<text></text>
|
||||
<text>Source: Twitter</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>Darkness Domain (Twitter): Shield of Ineffable Darkness</name>
|
||||
<text>Starting at 1st level, you can invoke the power of darkness to punish anyone fool enough to harm you. As a reaction when a creature you can see damages you, you cause that creature to become blinded until the end of your next turn.</text>
|
||||
<text>Once you use this feature, you can't use it again until you complete a short or long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Twitter</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>Divine Domain: Destruction Domain (Twitter)</name>
|
||||
<text>[Note: this subclass is likely not intended as official content: "For the curious, when building stuff for my own campaign I kind of don't care about balance. Anything I can break in design I can counterbreak five times as bad during a session, as needed. Plus, IMO stuff going sideways and weird is why I play the game."—Mike Mearls (https://twitter.com/mikemearls/status/1015752965213204480)]</text>
|
||||
<text>Custom built for clerics of Gruumsh, and perhaps Tiamat.</text>
|
||||
<text>At each indicated cleric level, you add the listed spells to your spells prepared.</text>
|
||||
<text></text>
|
||||
<text>Destruction Domain Spells</text>
|
||||
<text>Cleric Level | Spells</text>
|
||||
<text>1st | inflict wounds, wrathful smite</text>
|
||||
<text>3rd | enlarge/reduce, shatter</text>
|
||||
<text>5th | fireball, lightning bolt</text>
|
||||
<text>7th | ice storm, staggering smite</text>
|
||||
<text>9th | cloudkill, destructive wave</text>
|
||||
<text></text>
|
||||
<text>Source: Twitter</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>Destruction Domain (Twitter): Armed for Destruction</name>
|
||||
<text>When you choose this domain at 1st level, you gain proficiency with martial weapons.</text>
|
||||
<text></text>
|
||||
<text>Source: Twitter</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>Destruction Domain (Twitter): Destructive Fury</name>
|
||||
<text>Starting at 1st level, you can channel divine energy to enter a destructive frenzy. As a bonus action, you gain 5 temporary hit points and a +1 bonus to weapon damage rolls. This benefit lasts for one minute. Once you use this ability, you cannot use it again until you complete a short or long rest.</text>
|
||||
<text>When you use this ability, you can expend a spell slot to augment its effects. You gain additional temporary hit points equal to three times the slot's level and a bonus to weapon damage rolls equal to half the slot's level (minimum 1). This benefit lasts for one minute.</text>
|
||||
<text></text>
|
||||
<text>Source: Twitter</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>Divine Domain: Beauty Domain (Twitter)</name>
|
||||
<text>[Note: this subclass is likely not intended as official content: "For the curious, when building stuff for my own campaign I kind of don't care about balance. Anything I can break in design I can counterbreak five times as bad during a session, as needed. Plus, IMO stuff going sideways and weird is why I play the game."—Mike Mearls (https://twitter.com/mikemearls/status/1015752965213204480)]</text>
|
||||
<text>Beauty can both bend minds and inspire hearts. It is the force that compels others to lose control and give in to their impulses, but it can also awaken strength and determination to steel a forlorn heart.</text>
|
||||
<text>Clerics of Beauty bring joy and hope to the world. They are the beacon of light that reminds us that some things are worth fighting for. They seek to bring peace and amity among the world's folk. They fight only when they must, and prefer to use their magic to end fights with as little bloodshed as possible.</text>
|
||||
<text>At each indicated cleric level, you add the listed spells to your spells prepared.</text>
|
||||
<text></text>
|
||||
<text>Beauty Domain Spells</text>
|
||||
<text>Cleric Level | Spells</text>
|
||||
<text>1st | charm person, heroism</text>
|
||||
<text>3rd | enthrall, suggestion</text>
|
||||
<text>5th | beacon of hope, hypnotic pattern</text>
|
||||
<text>7th | charm monster, compulsion</text>
|
||||
<text>9th | dominate person, hold monster</text>
|
||||
<text></text>
|
||||
<text>Source: Twitter</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>Beauty Domain (Twitter): Beauty's Refuge</name>
|
||||
<text>Starting at 1st level, your mere presence is enough to inspire hope and determination in others. When you complete a short or long rest, up to 12 allies of your choice gain temporary hit points equal to your Charisma modifier (minimum 1).</text>
|
||||
<text></text>
|
||||
<text>Source: Twitter</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>Beauty Domain (Twitter): Rebuke the Defiler</name>
|
||||
<text>When you select this domain at 1st level, you gain the ability to rebuke those who lash out at your in violence.</text>
|
||||
<text>As a reaction when a creature you can see within 30 feet of you inflicts damage, you force that creature to make a Wisdom save. On a failed saving throw, it takes psychic damage equal to the damage dealt. On a successful save, it takes half that damage.</text>
|
||||
<text>If the creature made multiple attacks, select one attack to determine the damage dealt. If the creature used one or more effects that damaged multiple targets, choose the damage take by one of those targets from one of the effects.</text>
|
||||
<text>Once you use this feature, you can't use it again until you complete a short or long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Twitter</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="2">
|
||||
<feature optional="YES">
|
||||
<name>Darkness Domain (Twitter): Channel Divinity: Shadow Spawn</name>
|
||||
<text>Starting at 2nd level, you can use your Channel Divinity to fade into the darkness.</text>
|
||||
<text>As a bonus action, you become a creature of darkness that can blend into the shadows. You gain advantage on all Dexterity (Stealth) checks. If a creature cannot see you, your spells and attacks deal maximum damage to them. The shadows seem to draw around, as if they seek to protect you. This benefit lasts for one minute.</text>
|
||||
<text></text>
|
||||
<text>Source: Twitter</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="2">
|
||||
<feature optional="YES">
|
||||
<name>Destruction Domain (Twitter): Channel Divinity: Sundering Invocation</name>
|
||||
<text>Starting at 2nd level, you can use your Channel Divinity to channel destructive energy.</text>
|
||||
<text>As an action, you touch a creature or a an unattended object within reach. A creature must make a Constitution saving throw, taking 5 times your cleric level thunder damage on a failed saving throw and half as much on a successful one. An unattended object takes 5 times your cleric level thunder damage.</text>
|
||||
<text></text>
|
||||
<text>Source: Twitter</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="2">
|
||||
<feature optional="YES">
|
||||
<name>Beauty Domain (Twitter): Channel Divinity: Beauty's Truce</name>
|
||||
<text>Starting at 2nd level, you can use your Channel Divinity to quell the flame of violence.</text>
|
||||
<text>As an action, you force all creatures within 100 feet of you to make Charisma saving throws. Each creature that fails this saved is charmed by every other creature that also failed the saving throw. This benefit lasts for one hour. While charmed by this ability, creatures consider all other creatures charmed by it to be their allies. They fight to defend them from attackers.</text>
|
||||
<text>While this ability persists, absent any threat creatures charmed by it will rest, talk among themselves, share stories of their lives, create a communal feast using food and drink they carry, and generally act as if they are old friends, long separated and brought together again for a joyous reunion.</text>
|
||||
<text></text>
|
||||
<text>Source: Twitter</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
<feature optional="YES">
|
||||
<name>Darkness Domain (Twitter): Hungry Darkness</name>
|
||||
<text>Starting at 6th level, your Shield of Ineffable Darkness becomes more powerful. When you use it, you can select up to three additional, hostile creatures you can see within 30 feet of you. They are also blinded until the end of your next turn.</text>
|
||||
<text></text>
|
||||
<text>Source: Twitter</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
<feature optional="YES">
|
||||
<name>Destruction Domain (Twitter): Appetite for Destruction</name>
|
||||
<text>Starting at 6th level, your destructive acts fuel further expressions of devastation. If you kill a creature or destroy an object with a weapon attack, you can use your reaction to immediately make one additional weapon attack.</text>
|
||||
<text>You can use this ability a number of times equal to your Wisdom modifier (minimum 1). You regain all expended uses when you complete a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Twitter</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
<feature optional="YES">
|
||||
<name>Beauty Domain (Twitter): Superior Refuge</name>
|
||||
<text>Starting at 6th level, the temporary hit points granted by your Beauty's Refuge ability increase to 5 + your Charisma modifier (minimum 1).</text>
|
||||
<text></text>
|
||||
<text>Source: Twitter</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="8">
|
||||
<feature optional="YES">
|
||||
<name>Darkness Domain (Twitter): Potent Cantrip</name>
|
||||
<text>Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.</text>
|
||||
<text></text>
|
||||
<text>Source: Twitter</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="8">
|
||||
<feature optional="YES">
|
||||
<name>Destruction Domain (Twitter): Blessed Strikes</name>
|
||||
<text>8th-level cleric Divine Domain feature (replaces Divine Strike)</text>
|
||||
<text>In battle, you are blessed with divine might. When a creature takes damage from one of your spells or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.</text>
|
||||
<text></text>
|
||||
<text>Source: Twitter</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="8">
|
||||
<feature optional="YES">
|
||||
<name>Destruction Domain (Twitter): Divine Strike</name>
|
||||
<text>Starting at 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 thunder damage to the target. When you reach 14th level, the extra damage increases to 2d8.</text>
|
||||
<text></text>
|
||||
<text>Source: Twitter</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="8">
|
||||
<feature optional="YES">
|
||||
<name>Beauty Domain (Twitter): Potent Cantrip</name>
|
||||
<text>Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.</text>
|
||||
<text></text>
|
||||
<text>Source: Twitter</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="17">
|
||||
<feature optional="YES">
|
||||
<name>Darkness Domain (Twitter): Soul of Darkness</name>
|
||||
<text>Starting at 17th level, you gain strength from darkness. As a bonus action, you fade into the shadows. You regain hit points equal to your cleric level and gain resistance to all damage for one minute. In addition, while this duration lasts you can use a bonus action to teleport up to 30 feet to an unoccupied space you can see that is in dim light or darkness.</text>
|
||||
<text></text>
|
||||
<text>Source: Twitter</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="17">
|
||||
<feature optional="YES">
|
||||
<name>Destruction Domain (Twitter): Hand of Devastation</name>
|
||||
<text>Starting at 17th level, your spells deliver exceptional power. When you roll damage for a spell, roll twice the listed number of dice. You then choose from among the rolled dice the results you wish to use to determine the spell's damage. You must select dice that match the quantity and type normally rolled to determine the spell's damage.</text>
|
||||
<text></text>
|
||||
<text>Source: Twitter</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="17">
|
||||
<feature optional="YES">
|
||||
<name>Beauty Domain (Twitter): Soul of Beauty</name>
|
||||
<text>Starting at 17th level, you become an avatar of unearthly beauty. Your enemies attack with uncertainty, fearful of damaging the wondrous being they behold, while your magic draws upon your presence to augment its power.</text>
|
||||
<text>As a reaction, you can impose a penalty on a creature's attacks against you or on its saving throws against your spells and abilities. This benefit lasts until the end of the current turn The penalty equals your Charisma modifier (minimum 1).</text>
|
||||
<text></text>
|
||||
<text>Source: Twitter</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
</compendium>
|
||||
418
FightClub5eXML/Sources/Miscellaneous/class-fighter-stream.xml
Normal file
418
FightClub5eXML/Sources/Miscellaneous/class-fighter-stream.xml
Normal file
@@ -0,0 +1,418 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<class>
|
||||
<name>Fighter</name>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Martial Archetype: Warlord (Livestream)</name>
|
||||
<text>Transcribed on 2018-03-28. [Square bracketed text] denotes transcriber's annotations.</text>
|
||||
<text></text>
|
||||
<text>Source: Livestream</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Warlord (Livestream): Tactical Focus</name>
|
||||
<text>At 3rd level, your tactical acumen allows you to study an area of a battlefield and provide direction to your allies that can tilt a battle in your favor.</text>
|
||||
<text>As a bonus action or as part of the attack action, you can select an area on the ground that measures 10 feet on each side. This area is your tactical focus. It remains your tactical focus until you use this ability again or you are unable to take actions.</text>
|
||||
<text>When you select an area as your tactical focus, you choose one of your tactics to apply to that area. You gain three tactics at 3rd level. You gain an additional tactic at 7th and 15 level. Each time you complete a long rest, you can swap one of your tactics for a different one.</text>
|
||||
<text></text>
|
||||
<text>Tactics</text>
|
||||
<text></text>
|
||||
<text>Source: Livestream</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Warlord (Livestream): Tactician's Insight</name>
|
||||
<text>Starting at 3rd level, you can grant your allies useful tactical insights while they are in the area of your tactical focus.</text>
|
||||
<text>You gain a number of uses of insight based on your fighter level.</text>
|
||||
<text>As a bonus action or as a part of an attack action you grant insight to yourself or allies in your tactical focus. You grant this benefit to yourself and as many allies as you wish in your focus, but you cannot expend more uses than you currently have [or more than the maximum in the table below. A creature can receive more than one Tactician's Insight when you take this action.]</text>
|
||||
<text>A creature that gains your insight can use it in two ways. It can regain hit points immediately upon receiving it. Roll 2d10 and the creature regains that many hit points. If the creature would gain hit points that place it above its maximum, it gains the difference as temporary hit points.</text>
|
||||
<text>Alternatively, a creature can save the insight to use when it hits with an attack. It increases the attack's damage by 2d10.</text>
|
||||
<text>You regain expended uses of Tactician's Insight when you complete a long rest.</text>
|
||||
<text></text>
|
||||
<text>Tactician's Insight</text>
|
||||
<text>Fighter Level | Uses | Maximum | Gambits</text>
|
||||
<text>3 | 2 | 1 | 0</text>
|
||||
<text>4-6 | 3 | 1 | 0</text>
|
||||
<text>7-9 | 7 | 2 | 3</text>
|
||||
<text>10-12 | 9 | 2 | 4</text>
|
||||
<text>13-15 | 14 | 3 | 5</text>
|
||||
<text>16-18 | 16 | 3 | 6</text>
|
||||
<text>19-20 | 20 | 4 | 7</text>
|
||||
<text></text>
|
||||
<text>Source: Livestream</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Warlord (Livestream): Advance</name>
|
||||
<text>You and your allies can move 10 ft. in your tactical focus for every 5 feet of movement expended there. [Changed during stream to "You and your allies can basically teleport into your focus. Movement on allies turn." Specifically, the movement is not made as a reaction—your allies can use their movement on their turn(s) to move towards the focus, and gain bonuses to speed or other effects (for example, ignoring difficult terrain, or movement does not provoke opportunity attacks) to aid and incentivize this. Additionally, this may replace "Cover That Flank" in future.]</text>
|
||||
<text></text>
|
||||
<text>Source: Livestream</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Warlord (Livestream): Clear the area</name>
|
||||
<text>If an ally hits a creature in your tactical focus with an attack, the ally can move that creature 5 ft. in addition to the attack's other effects.</text>
|
||||
<text></text>
|
||||
<text>Source: Livestream</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Warlord (Livestream): Cover That Flank</name>
|
||||
<text>When a hostile creature that you can see enters your tactical focus, up to three target creatures of your choice that can see the creature can use a reaction to move up to their speed. The targets must end their movement in the tactical focus. A target creature that ends this movement adjacent to the triggering creature regains its reaction.</text>
|
||||
<text></text>
|
||||
<text>Source: Livestream</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Warlord (Livestream): Form Shield Wall</name>
|
||||
<text>Allies in your tactical focus gain a +2 bonus to AC while they are adjacent to an ally using a shield. [In future, this will likely be changed to benefit only creatures not already wielding a shield, and to affect each creature at most once.]</text>
|
||||
<text></text>
|
||||
<text>Source: Livestream</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Warlord (Livestream): Get Down</name>
|
||||
<text>If an allied creature in your tactical focus must make a Dexterity saving throw it can use its reaction to move up to its speed. If this movement takes it out of the range or area of the effect that caused the saving throw, it is no longer subjected to the effect. [In future, this may be changed to instead give advantage on the saving throw, or require the creature to drop prone, or cancel the creature's next move.]</text>
|
||||
<text></text>
|
||||
<text>Source: Livestream</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Warlord (Livestream): Reorder Ranks</name>
|
||||
<text>Allies in your tactical focus do not provoke opportunity attacks while they are within 5 feet of an ally. In addition, you and your allies can end movement in an ally's space. That ally immediately moves so that you do not occupy the same space, but it must end that move at least partially occupying your tactical focus. [Noted as requiring cleanup.]</text>
|
||||
<text></text>
|
||||
<text>Source: Livestream</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Weapon Master (Livestream): Paths of the Sublime Way</name>
|
||||
<text>Each path of the sublime way features a unique take on combat mastery. Many, but not all, require you to wield certain weapons to use their exploits.</text>
|
||||
<text>When you use a martial exploit, you can choose to use one of the special exploits listed under one of the paths you know. You choose the special exploit when you decide to use a martial exploit.</text>
|
||||
<text>Some of these abilities require you to roll fewer dice when using a martial exploit. You cannot use an ability that reduces the total dice you roll for the exploit to less than 1. Such an ability is beyond your skill.</text>
|
||||
<text>Some of these abilities require a creature to make a saving throw. The DC for such a save is 8 + your proficiency bonus + your Strength modifier.</text>
|
||||
<text></text>
|
||||
<text>Source: Livestream</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Martial Archetype: Weapon Master (Livestream)</name>
|
||||
<text>Transcribed on 2018-10-13. [Square bracketed text] denotes transcriber's annotations.</text>
|
||||
<text>A weapon master follows the fighting techniques of the Sublime way. This martial discipline combines a variety of sources, from arcane and divine magic to the hardened resolve of a master warrior, to produce astounding battlefield effects.</text>
|
||||
<text></text>
|
||||
<text>Source: Livestream</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Weapon Master (Livestream): Martial Exploits</name>
|
||||
<text>Starting at 3rd level, you gain the ability to use your tactical acumen, physical prowess, and sometimes a dash of mystic energy to achieve astounding feats of martial skill.</text>
|
||||
<text>You gain the ability to use martial exploits. You gain uses based on your fighter level, as shown on the Martial Exploits table. You regain all expended uses when you complete a long</text>
|
||||
<text>You also gain access to one path of the Sublime Way at 3rd level. The Martial Exploits table also shows when you get access to additional paths as you gain fighter levels.</text>
|
||||
<text>Whenever you gain a fighter level, you can choose to lose access to one path and replace it with access to a different one.</text>
|
||||
<text></text>
|
||||
<text>Martial Exploits</text>
|
||||
<text>Level | Path | Uses | Exploit Dice</text>
|
||||
<text>3 | 1 | 4 | 2d6</text>
|
||||
<text>4 | 2 | 5 | 2d6</text>
|
||||
<text>5 | 2 | 5 | 2d6</text>
|
||||
<text>6 | 3 | 5 | 2d6</text>
|
||||
<text>7 | 3 | 7 | 3d6</text>
|
||||
<text>8 | 3 | 7 | 3d6</text>
|
||||
<text>9 | 3 | 7 | 3d6</text>
|
||||
<text>10 | 4 | 9 | 3d6</text>
|
||||
<text>11 | 4 | 9 | 3d6</text>
|
||||
<text>12 | 5 | 9 | 3d6</text>
|
||||
<text>13 | 5 | 10 | 4d6</text>
|
||||
<text>14 | 5 | 10 | 4d6</text>
|
||||
<text>15 | 5 | 10 | 4d6</text>
|
||||
<text>16 | 5 | 10 | 5d6</text>
|
||||
<text>17 | 5 | 10 | 5d6</text>
|
||||
<text>18 | 5 | 10 | 5d6</text>
|
||||
<text>19 | 5 | 10 | 6d6</text>
|
||||
<text>20 | 5 | 10 | 6d6</text>
|
||||
<text></text>
|
||||
<text>Source: Livestream</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Weapon Master (Livestream): Masterful Strike</name>
|
||||
<text>When you reach 3rd level, you gain the ability to use a martial exploit to land a telling blow. When you make a weapon attack, you can expend a martial exploit. Roll the dice for your exploit along with your attack. If your attack misses, you can use one or more of the exploit's dice results as a bonus to your attack. If the attack hits, apply any unused dice as a bonus to your weapon damage roll.</text>
|
||||
<text></text>
|
||||
<text>Source: Livestream</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Weapon Master (Livestream): Path of the Shadow Harlequin</name>
|
||||
<text>The Shadow Harlequin path is a school of artful sword play and mesmerizing flourishes. Its practitioners attack a foe's mind and body, maneuvering their foes into tactical blunders with cunning feints and sudden, surprising moves.</text>
|
||||
<text>Shadow Harlequins typically fight with light, agile weapons, such as rapiers and short swords, but their talents are useful to almost any warrior.</text>
|
||||
<name>Weapon Master (Livestream): Come Forth to Dance</name>
|
||||
<text> Your weapon moves in a lazy, hypnotic pattern, luring your foe to blunder ahead and walk into your trap.</text>
|
||||
<text> As an action, expend a martial exploit and select a creature that can see you within 15 feet of you. The target must make a Wisdom saving throw. If it fails, it moves up to 15 feet closer to you. You then make a single melee attack against it using your martial exploit with one die fewer.</text>
|
||||
<name>Weapon Master (Livestream): Cutting Dialogue</name>
|
||||
<text> If this exchange of blows is a dramatic play, let your rejoinder be its final act.</text>
|
||||
<text> As a reaction when a creature makes a melee attack against you, you can expend a martial exploit and make a melee weapon attack against that creature. You can select one of the dice rolled and add it to your AC against the target's attack.</text>
|
||||
<name>Weapon Master (Livestream): Dramatic Exit</name>
|
||||
<text> Your overly dramatic strike distracts your opponent, allowing you to slip away from their grasp.</text>
|
||||
<text> When you expend a martial exploit when making a melee weapon attack, you can move up to 5 feet, without provoking opportunity attacks, per exploit die rolled after your attack.</text>
|
||||
<text></text>
|
||||
<text>Source: Livestream</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Weapon Master (Livestream): Path of the Stone Dragon</name>
|
||||
<text>The Stone Dragon path focuses on brutal power and overwhelming toughness. Most of these exploits require you to attack with a two-handed melee weapon or a versatile melee weapon you wield in two hands.</text>
|
||||
<text>Warriors of the Stone Dragon are often cruel destroyers. They fight with the subtlety and irresistible force of an avalanche. Their punishing attacks render their enemies immobile, allowing them to then take careful aim for one, final executioner's blow.</text>
|
||||
<name>Weapon Master (Livestream): Adamantine Bones</name>
|
||||
<text> You focus your mind and grit your teeth, pushing aside pain and drawing on wellsprings of energy that blot out the pain of your wounds.</text>
|
||||
<text> When you expend a martial exploit when attacking with a two-handed melee weapon or a versatile one wielded in two hands, after rolling the dice you can select one or more of them. You gain temporary hit points equal to the total of the dice + your Constitution modifier (minimum of 1).</text>
|
||||
<text> You can also activate this ability as a bonus action. In that case, you roll your martial exploit dice and gain temporary hit points equal to their total + your Constitution modifier.</text>
|
||||
<name>Weapon Master (Livestream): Colossus Strike</name>
|
||||
<text> You swing your weapon in an upward arc, catching your foe in the chest and sending them flying across the battlefield.</text>
|
||||
<text> When you expend a martial exploit when attacking with a two-handed melee weapon or a versatile one wielded in two hands, after rolling the dice you can select one or more of them and disregard their result. For each die selected, you push the target 5 feet in a straight line along the ground if your attack hits.</text>
|
||||
<name>Weapon Master (Livestream): Jaws of the Stone Dragon</name>
|
||||
<text> Like a mighty dragon pouncing upon a helpless victim, you take stock of an immobilized foe before landing a crushing strike.</text>
|
||||
<text> When you expend a martial exploit when attacking a target that cannot move or with a speed of 0 with a two-handed melee weapon or a versatile one wielded in two hands, you gain an additional +2 bonus per die used as a bonus to your weapon damage roll.</text>
|
||||
<name>Weapon Master (Livestream): Mountain's Grasp</name>
|
||||
<text> Your blows land with such force that your enemy is left off balance, unable to escape your brutal assault.</text>
|
||||
<text> When you expend a martial exploit when attacking with a two-handed melee weapon or a versatile one wielded in two hands, after rolling the dice you can select at least two of them and disregard their results. The target must make a Constitution saving throw. If it fails, its speed is reduced to 0 until the end of your next turn.</text>
|
||||
<name>Weapon Master (Livestream): Sweeping Bludgeon</name>
|
||||
<text> As you ready to strike your enemy, you sweep your weapon around you in a great arc that builds momentum and forces your enemies to dive to the ground to avoid a crushing blow.</text>
|
||||
<text> When you expend a martial exploit when attacking with a two-handed melee weapon or a versatile one wielded in two hands, after rolling the dice you can select one or more of them and disregard their result. For each die selected, pick a creature within reach of your attack. Each chosen creature must make a Strength saving throw or be knocked prone.</text>
|
||||
<text></text>
|
||||
<text>Source: Livestream</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Slayer (Livestream): Slayer</name>
|
||||
<text>A slayer is a fighter who specializes in bringing down the mightiest monsters wth a few, resounding blows. Some slayers target specific types of monsters, such as dwarven giant slayers who patrol the mountain's peaks or human dragon slayers who train to defeat wyrms of all types.</text>
|
||||
<text></text>
|
||||
<text>Source: Livestream</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Slayer (Livestream): Martial Exploits</name>
|
||||
<text>Starting at 3rd level, you gain the ability to use your tactical acumen and physical prowess to achieve astounding feats of martial skill.</text>
|
||||
<text>You gain the ability to use martial exploits. You gain uses of martial exploits based on your fighter level, as shown in the Martial Exploits table. You retain all expenses uses when you complete a long rest.</text>
|
||||
<text>You can apply the benefits of only one exploit to any given attack. If more than one exploit applies to an attack, you select which one to use. Some exploits require a creature to make a saving throw. The DC for such a save is 8 + your proficiency bonus + your Strength modifier.</text>
|
||||
<text></text>
|
||||
<text>Martial Exploits</text>
|
||||
<text>Level | Uses</text>
|
||||
<text>3 | 3</text>
|
||||
<text>4-6 | 5</text>
|
||||
<text>7-9 | 7</text>
|
||||
<text>11-12 | 9</text>
|
||||
<text>13+ | 10</text>
|
||||
<text></text>
|
||||
<text>Source: Livestream</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Slayer (Livestream): Slayer's Exploits</name>
|
||||
<text>When you reach 3rd level, you gain several martial exploits that allow you to lay low even the mightiest foe. The ability to use a martial exploit to land a telling blow. You gain the Adamantine Bones, Bell Ringer, and Masterful Strike exploits.</text>
|
||||
<name>Slayer (Livestream): Adamantine Bones</name>
|
||||
<text> You focus your mind and grit your teeth, pushing aside pain and drawing on wellsprings of energy that blot out the pain of your wounds.</text>
|
||||
<text> During your turn, you can expend a martial exploit to gain temporary hit points. You gain temporary hit points equal to 5 times your proficiency bonus.</text>
|
||||
<name>Slayer (Livestream): Bellringer</name>
|
||||
<text> You take careful aim at your foe's head or other sensitive point, unleashing a brutal attack that knocks the target senseless.</text>
|
||||
<text> You can expend a martial exploit when you hit with a melee weapon attack. The target of the attack must make a Constitution saving throw. If it fails, it is paralyzed. At the end of each of its turns, it can make a Constitution saving throw to end this effect.</text>
|
||||
<name>Slayer (Livestream): Masterful Strike</name>
|
||||
<text> You strike with overwhelming strength and accuracy, battering aside your foe's defense to deliver a deadly strike.</text>
|
||||
<text> When you make an attack, you can expend a martial exploit and roll a number of d6s equal to your proficiency bonus.</text>
|
||||
<text> If the attack misses, you learn the target's AC and can use the result of one or more d6s of your choice as a bonus to your attack roll, possibly turning the miss into a hit. Any remaining dice are used as a bonus to your weapon's damage roll.</text>
|
||||
<text></text>
|
||||
<text>Source: Livestream</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<feature optional="YES">
|
||||
<name>Warlord (Livestream): Additional Tactic</name>
|
||||
<text>At 7th level, you learn an additional tactic of your choice.</text>
|
||||
<text></text>
|
||||
<text>Source: Livestream</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<feature optional="YES">
|
||||
<name>Warlord (Livestream): Tactical Gambits</name>
|
||||
<text>Starting at 7th level, your tactical cunning allows you to seize the moment in battle.</text>
|
||||
<text>At 7th level, you learn two gambits. You learn an additional gambit at 10th and 18th level.</text>
|
||||
<text>You use a gambit as an action. You can use your gambits a number of times based on your fighter level.</text>
|
||||
<text>Each time you complete a long rest, you regain all expended uses of your gambits and can swap one of your gambits for a different one.</text>
|
||||
<name>Warlord (Livestream): Saving Throws</name>
|
||||
<text> A gambit sometimes requires a saving throw. The saving throw DC is calculated as follows:</text>
|
||||
<name>Warlord (Livestream): Gambits</name>
|
||||
<text> The gambits are presented in alphabetical order.</text>
|
||||
<name>Warlord (Livestream): Aggressive Advance</name>
|
||||
<text> You and your allies howl in rage and glower at your foes, making a display that sends fear into their hearts.</text>
|
||||
<text> Hostile creatures within 60 feet of you that can see you must make a Wisdom saving throw. On a failed save, a creature is frightened of your tactical focus. A creature frightened by this effect can repeat the saving throw at the end of each of its turns, ending the effect on a successful save. As part of this gambit, you may take the attack action. [In future, may be changed to require you or an ally to be present within the focus.]</text>
|
||||
<name>Warlord (Livestream): Cut Them Down!</name>
|
||||
<text> You direct your allies to strike with perfect timing. Landing blows just as your enemies are of balance to send them tumbling to the ground.</text>
|
||||
<text> Until the end of your next turn, hostile creatures in your tactical focus that you can see must make Strength saves each time they are hit by an attack. On a failed save, they are knocked prone. As part of this gambit, you may take the attack action.</text>
|
||||
<name>Warlord (Livestream): Luring Gambit</name>
|
||||
<text> You entangle your weapon with a chosen foe, luring it to duel you as your allies close in for the kill.</text>
|
||||
<text> As part of this gambit, you may take the attack action. If you hit a creature with a weapon attack during your turn, it must make a Wisdom saving throw. On a failed save, your allies are invisible to it until the end of your next turn.</text>
|
||||
<name>Warlord (Livestream): Pile On</name>
|
||||
<text> You direct your allies' attacks against a target, each blow building on the next to build a devastating result. Select a creature in your tactical focus that you can see. At the start of your next turn, that creature must make a Constitution saving throw if you or an ally has hit it with an attack since you used this ability. It suffers disadvantage on the saving throw if it has been hit by three or more attacks [in future, this may be changed to "hit by three or more creatures"]. On a failed saving throw, the creature is stunned until the end of your next turn.</text>
|
||||
<text> As part of this gambit, you may take the attack action.</text>
|
||||
<name>Warlord (Livestream): Pincer Movement</name>
|
||||
<text> With precise timing, you order your allies to charge into the enemy, dealing body checks that leave your foes entangled and helpless.</text>
|
||||
<text> Up to two allies that can see or hear you can use their reactions to move up to their speed. Any creature adjacent to both of your allies or to you and one of the chosen allies at the end of their movement must make a Strength saving throw or become restrained until the end of your next turn. As part of this gambit, you may take the attack action.</text>
|
||||
<name>Warlord (Livestream): Vexing Maneuvers</name>
|
||||
<text> With precise movements, you and your allies dash around the foes to leave them confused and unable to pick out their most dangerous targets.</text>
|
||||
<text> Each enemy in your tactical focus that you can see must make an Intelligence saving throw. On a failed save, it cannot leave your tactical focus using its move until the end of your next turn. As part of this gambit you may take the attack action.</text>
|
||||
<text></text>
|
||||
<text>Source: Livestream</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<feature optional="YES">
|
||||
<name>Weapon Master (Livestream): Way of the Blade</name>
|
||||
<text>Starting at 7th level, you blend your martial talent with the softer skills needed to navigate the world. If you are holding a weapon when you make a Strength (Athletics), Dexterity (Acrobatics), or Charisma (Intimidation) check, you gain a bonus to the roll equal to half your proficiency bonus. You use your weapon to assist in your check, such as pole vaulting with a staff, using your sword to aid your balance, or menacing an enemy with your bloodied flail.</text>
|
||||
<text></text>
|
||||
<text>Source: Livestream</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<feature optional="YES">
|
||||
<name>Slayer (Livestream): Slayer's Diplomacy</name>
|
||||
<text>Starting at 7th level, you blend your martial talent with the softer skills needed to navigate the world. If you are holding a weapon when you make a Charisma (Intimidation) check, you gain a bonus to the roll equal to your proficiency bonus. You use your weapon to assist in your check, such as pole vaulting with your staff, using your sword to aid your balance, or menacing an enemy with a bloodied flail.</text>
|
||||
<text></text>
|
||||
<text>Source: Livestream</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="10">
|
||||
<feature optional="YES">
|
||||
<name>Warlord (Livestream): Additional Gambit</name>
|
||||
<text>At 10th level, you learn an additional gambit of your choice.</text>
|
||||
<text></text>
|
||||
<text>Source: Livestream</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="10">
|
||||
<feature optional="YES">
|
||||
<name>Warlord (Livestream): Lead from the Front</name>
|
||||
<text>At 10th level you strike with a cunning insight that allows your allies to make effective follow up attacks.</text>
|
||||
<text>If you hit a creature with a weapon attack, it has disadvantage on all saving throws against your gambits until the end of your next turn.</text>
|
||||
<text></text>
|
||||
<text>Source: Livestream</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="10">
|
||||
<feature optional="YES">
|
||||
<name>Weapon Master (Livestream): Superior Fighting Style</name>
|
||||
<text>Starting at 10th level, your mastery of your fighting style deepens. You can choose a second option from the Fighting Style feature you gain at 2nd level, or you can choose an improved version of a fighting style you already know as detailed below.</text>
|
||||
<name>Weapon Master (Livestream): Superior Archery</name>
|
||||
<text> You gain a +3 bonus to attack rolls you make with ranged weapons.</text>
|
||||
<name>Weapon Master (Livestream): Superior Defense</name>
|
||||
<text> While you are wearing armor, you gain a +1 bonus to AC. You also gain a +1 bonus to all saving throws.</text>
|
||||
<name>Weapon Master (Livestream): Superior Dueling</name>
|
||||
<text> When you are wielding a melee weapon in one hand and no other weapons, you gain a +4 bonus to damage rolls with that weapon.</text>
|
||||
<name>Weapon Master (Livestream): Superior Great Weapon Fighting</name>
|
||||
<text> When you roll a 1, 2, or 3 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is 1, 2, or 3. The weapon must have the two-handed or versatile property for you to gain this benefit.</text>
|
||||
<name>Weapon Master (Livestream): Superior Protection</name>
|
||||
<text> When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll and make an opportunity attack against the attacker. You must be wielding a shield.</text>
|
||||
<name>Weapon Master (Livestream): Superior Two-Weapon Fighting</name>
|
||||
<text> When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.</text>
|
||||
<text></text>
|
||||
<text>Source: Livestream</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="10">
|
||||
<feature optional="YES">
|
||||
<name>Slayer (Livestream): Superior Exploits</name>
|
||||
<text>Starting at 10th level, your mastery of your exploits allows you to maximize their effectiveness.</text>
|
||||
<name>Slayer (Livestream): Improved Adamantine Bones</name>
|
||||
<text> When you use Adamantine Bones, you gain advantage on all saving throws until the end of your next turn.</text>
|
||||
<name>Slayer (Livestream): Improved Bell Ringer</name>
|
||||
<text> If a target successfully saves against your Bell Ringer exploit or the attack misses, you can choose to not expend the use of your exploit. If you do so, you cannot use Bell Ringer again until the start of your next turn.</text>
|
||||
<name>Slayer (Livestream): Improved Masterful Strike</name>
|
||||
<text> You now roll d8s instead of d6s when using Masterful Strike.</text>
|
||||
<text></text>
|
||||
<text>Source: Livestream</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Warlord (Livestream): Additional Tactic</name>
|
||||
<text>At 15th level, you learn an additional tactic of your choice.</text>
|
||||
<text></text>
|
||||
<text>Source: Livestream</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Warlord (Livestream): Tactical Maneuvers</name>
|
||||
<text>At 15th level, you can provide leadership that allows your allies to move in perfect harmony.</text>
|
||||
<text>In place of moving, you can instead allow up to three allies who can see or hear you to move up to half their speed. The chosen allies must be capable of taking actions in order to move in this manner.</text>
|
||||
<text></text>
|
||||
<text>Source: Livestream</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Weapon Master (Livestream): Unknown</name>
|
||||
<text>[No content available.]</text>
|
||||
<text></text>
|
||||
<text>Source: Livestream</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Slayer (Livestream): Bloodthirsty Rush</name>
|
||||
<text>Starting at 15th level, you strike with speed and certainty that catches others off guard. When rolling initiative, you add your proficiency bonus to the roll.</text>
|
||||
<text></text>
|
||||
<text>Source: Livestream</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="18">
|
||||
<feature optional="YES">
|
||||
<name>Warlord (Livestream): Additional Gambit</name>
|
||||
<text>At 18th level, you learn an additional gambit of your choice.</text>
|
||||
<text></text>
|
||||
<text>Source: Livestream</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="18">
|
||||
<feature optional="YES">
|
||||
<name>Warlord (Livestream): Perfect Coordination</name>
|
||||
<text>Starting at 18th level, you gain the ability to unleash a devastating combination of your allies' abilities. As a bonus action, select up to five allies who can see or hear you. They can use their reactions to immediately take actions.</text>
|
||||
<text>Once you use this ability, you cannot use it again until you complete a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Livestream</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="18">
|
||||
<feature optional="YES">
|
||||
<name>Weapon Master (Livestream): Unknown</name>
|
||||
<text>[No content available.]</text>
|
||||
<text></text>
|
||||
<text>Source: Livestream</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="18">
|
||||
<feature optional="YES">
|
||||
<name>Slayer (Livestream): Overwhelming Momentum</name>
|
||||
<text>Starting at 18th level, when you miss a foe with a melee attack, your next attack this turn against that target gains advantage.</text>
|
||||
<text></text>
|
||||
<text>Source: Livestream</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
</compendium>
|
||||
76
FightClub5eXML/Sources/Miscellaneous/class-monk-stream.xml
Normal file
76
FightClub5eXML/Sources/Miscellaneous/class-monk-stream.xml
Normal file
@@ -0,0 +1,76 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<class>
|
||||
<name>Monk</name>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Monastic Tradition: Way of the Soul Knife (Livestream)</name>
|
||||
<text>Transcribed on 2018-10-13. [Square bracketed text] denotes transcriber's annotations.</text>
|
||||
<text>Monks of the Way of the Soul Knife are deadly assassins and bounty hunters. They use their psionic talents to manifest psionic blades that tear through their enemies' bodies and psychic auras. Their talents extend beyond combat, as their ability to perceive auras allows them to track down foes and see through their deceptions.</text>
|
||||
<text></text>
|
||||
<text>Source: Livestream</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Way of the Soul Knife (Livestream): Psychic Slash</name>
|
||||
<text>At 3rd level, when you channel ki into your attacks you augment your soul knives to inflict devastating psionic attacks.</text>
|
||||
<text>Whenever you hit a creature with one of the attacks granted by your Flurry of Blows and that attack inflicts psychic damage, you can impose one of the following effects on the target:</text>
|
||||
<text></text>
|
||||
<text>Life Drain</text>
|
||||
<text> You gain temporary hit points equal to half the damage your attack deals.</text>
|
||||
<text></text>
|
||||
<text>Invoke Terror</text>
|
||||
<text> The target must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn.</text>
|
||||
<text></text>
|
||||
<text>Invoke Wrath</text>
|
||||
<text> The target suffers disadvantage on all attack rolls against targets other than you until the end of your next turn.</text>
|
||||
<text></text>
|
||||
<text>Astral Slide</text>
|
||||
<text> You teleport the target up to 10 feet to a destination you can see.</text>
|
||||
<text></text>
|
||||
<text>Synaptic Overload</text>
|
||||
<text> The target gains vulnerability to psychic damage until the end of your next turn.</text>
|
||||
<text></text>
|
||||
<text>Source: Livestream</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Way of the Soul Knife (Livestream): Soul Knife</name>
|
||||
<text>Starting when you choose this tradition at 3rd level, you can use your psionic energy to manifest blades that disrupt your foes' minds.</text>
|
||||
<text>Your unarmed strikes deal your choice of psychic, piercing, slashing, or bludgeoning damage each time you hit.</text>
|
||||
<text>In addition, you can use a bonus action to increase the reach of your unarmed strikes by 30 feet until the end of your turn.</text>
|
||||
<text></text>
|
||||
<text>Source: Livestream</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
<feature optional="YES">
|
||||
<name>Way of the Soul Knife (Livestream): Aura Sight</name>
|
||||
<text>At 6th level, you gain the ability to perceive the auras of other creatures.</text>
|
||||
<text>As an action, select a creature that you can see. That creature makes a Wisdom saving throw, though it has no knowledge that you forced it to attempt this saving throw. On a failed save, you learn if the creature shares any aspects of its alignment with you, its current hit points, and its current attitude and intentions toward you or one other creature, object, or location of your choice. In addition, for the next 24 hours or until you use this ability again, you can use an action to determine the creature's distance and direction from you.</text>
|
||||
<text>If a creature succeeds on its saving throw against this ability, you cannot use this ability against that creature again until you complete a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Livestream</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="11">
|
||||
<feature optional="YES">
|
||||
<name>Way of the Soul Knife (Livestream): Spectral Blades</name>
|
||||
<text>At 11th level, you can cause your blades to phase through physical objects and defenses.</text>
|
||||
<text>Once during your turn, you can choose to forego one unarmed strike in place of forcing a creature within the reach of that attack to make a Dexterity saving throw. On a failed saving throw, it takes your unarmed strike's damage, or half that damage if it succeeds.</text>
|
||||
<text></text>
|
||||
<text>Source: Livestream</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="17">
|
||||
<feature optional="YES">
|
||||
<name>Way of the Soul Knife (Livestream): Psychic Form</name>
|
||||
<text>At 17th level, you can transform your physical body into the same psychic energy that comprises your soul knives. As a bonus action, you gain resistance to all types of damage, a fly speed of 30 feet, and the ability to pass through solid objects but not end your movement within them. This benefit lasts for 1 minute. You cannot use it again until you complete a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Livestream</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
</compendium>
|
||||
48
FightClub5eXML/Sources/Miscellaneous/class-rogue-stream.xml
Normal file
48
FightClub5eXML/Sources/Miscellaneous/class-rogue-stream.xml
Normal file
@@ -0,0 +1,48 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<class>
|
||||
<name>Rogue</name>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Acrobat (Livestream): Acrobat</name>
|
||||
<text>Transcribed on 2018-04-07. [Square bracketed text] denotes transcriber's annotations.</text>
|
||||
<text>Your archetype grants you features at 3rd level and then again at 9th, 13th, and 17th level.</text>
|
||||
<text></text>
|
||||
<text>Source: Livestream</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Acrobat (Livestream): Aerial Artistry</name>
|
||||
<text>Starting at 3rd level, you gain the ability [to] move with incredible speed, precision, and power, Few obstacles can prevent you from reaching your destination.</text>
|
||||
<text>When you move, you can instead take two short movements by flying. Each movement is half your speed, and you must end each one on a solid object or [the] ground. If you do not, you fall and your movement ends.</text>
|
||||
<text></text>
|
||||
<text>Source: Livestream</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="9">
|
||||
<feature optional="YES">
|
||||
<name>Acrobat (Livestream): Fearless Aerialist</name>
|
||||
<text>Starting at 9th level, you no longer take damage from falling.</text>
|
||||
<text></text>
|
||||
<text>Source: Livestream</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="13">
|
||||
<feature optional="YES">
|
||||
<name>Acrobat (Livestream): Unchained Agility</name>
|
||||
<text>At 13th level, your agility, speed and flexibility allow you to escape from almost any danger. You gain the benefits of freedom of movement.</text>
|
||||
<text></text>
|
||||
<text>Source: Livestream</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="17">
|
||||
<feature optional="YES">
|
||||
<name>Acrobat (Livestream): Aerial Mastery</name>
|
||||
<text>At 17th level your Aerial Artistry ability improves. When you move you can instead take four short movements by flying. [Each short movement is still limited to half your speed, and between each movement you must still touch a solid object or the ground. If you do not, you fall and your movement ends.]</text>
|
||||
<text></text>
|
||||
<text>Source: Livestream</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
</compendium>
|
||||
@@ -0,0 +1,75 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<class>
|
||||
<name>Warlock</name>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>Otherworldly Patron: The Kraken (Livestream)</name>
|
||||
<text>You made a pact with a Kraken somewhere in the world's ocean.</text>
|
||||
<text></text>
|
||||
<text>Expanded Spell List</text>
|
||||
<text> The Kraken lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.</text>
|
||||
<text></text>
|
||||
<text>Kraken Patron Expanded Spells</text>
|
||||
<text>Spell Level | Spells</text>
|
||||
<text>1st | thunderwave, create or destroy water</text>
|
||||
<text>2nd | augury, gust of wind</text>
|
||||
<text>3rd | call lightning, water breathing</text>
|
||||
<text>4th | evard's black tentacles, control water</text>
|
||||
<text>5th | commune with nature, cone of cold</text>
|
||||
<text></text>
|
||||
<text>Source: Livestream</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>The Kraken (Livestream): Grasp of the Kraken</name>
|
||||
<text>Starting at 1st level, you gain the ability to call forth spectral tentacles that grab at your foes. As an action, pick a point that you can see within 60 ft. of you. A horde of grasping tendrils appears at that point. Creatures of your choice within 10 ft. of that point must make a Strength saving throw against your Warlock spell save DC. Creatures that fail their saving throws are grappled for 1 minute or until you use this ability again. The spectral tentacle's Strength (Athletics) bonus is 2 + your proficiency bonus and its reach is 10 feet.</text>
|
||||
<text></text>
|
||||
<text>Source: Livestream</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
<feature optional="YES">
|
||||
<name>The Kraken (Livestream): Inky Escape</name>
|
||||
<text>At 6th level, you gain the ability to call upon your patron to escape from your foes. As a reaction when you take damage, you can cast darkness centered on a point within 5 ft. of you. The spell lasts until the end of your next turn, and it has no effect on your vision.</text>
|
||||
<text>Once you use this ability, you cannot use it until you complete a short or long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Livestream</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="10">
|
||||
<feature optional="YES">
|
||||
<name>The Kraken (Livestream): Scion of the Depths</name>
|
||||
<text>Starting at 10th level, your patron accepts you into his inner court of servitors. You gain the ability to breathe water, and a swim speed equal to your normal speed.</text>
|
||||
<text>You gain immunity to lightning damage. When your immunity reduces damage from an effect to 0, as a reaction you can cause creatures of your choice that you can see within 30 ft. of you to take lightning damage equal to your Charisma modifier + your proficiency bonus.</text>
|
||||
<text></text>
|
||||
<text>Source: Livestream</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="14">
|
||||
<feature optional="YES">
|
||||
<name>The Kraken (Livestream): Unleash the Kraken</name>
|
||||
<text>At 14th level, you gain the ability to call upon your patron for aid. As an action, you open a portal at a point you can see within 30 ft. of you and choose one of the following effects.</text>
|
||||
<text></text>
|
||||
<text>Source: Livestream</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="14">
|
||||
<feature optional="YES">
|
||||
<name>The Kraken (Livestream): Fury</name>
|
||||
<text>The tentacles slam into your foes. Pick up to 5 creatures that you can see within 30 ft. of the portal. Those creatures must make Dexterity saving throws against your Warlock spell save DC. Creatures that fail their saving throws take 10d6 bludgeoning damage and are restrained for 1 minute. Creatures that succeed take half the bludgeoning damage and are not restrained. On its turn, a restrained creature can use its action to attempt a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check to end its restrained condition.</text>
|
||||
<text></text>
|
||||
<text>Source: Livestream</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="14">
|
||||
<feature optional="YES">
|
||||
<name>The Kraken (Livestream): Transport</name>
|
||||
<text>You and up to 5 creatures of your choosing that you can see are grasped by tentacles that emerge from the portal. A second portal opens at a point of your choice within 100 miles that you have visited in the past 24 hours, depositing you and your chosen allies there.</text>
|
||||
<text></text>
|
||||
<text>Source: Livestream</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
</compendium>
|
||||
@@ -0,0 +1,65 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<class>
|
||||
<name>Warlock</name>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>Otherworldly Patron: Lolth (Twitter)</name>
|
||||
<text>Your patron is Lolth, queen of the dark fey. She rules over the drow that dwell within the Feywild, and commands the loyalty of all hags. Evil fey pay her respect, though not all obey her edicts. She is a sworn enemy of Torog, due to the constant threat he and his minions pose to her Underdark domains.</text>
|
||||
<text></text>
|
||||
<text>Expanded Spell List</text>
|
||||
<text> Lolth lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.</text>
|
||||
<text></text>
|
||||
<text>Lolth Expanded Spells</text>
|
||||
<text>Spell Level | Spells</text>
|
||||
<text>1st | faerie fire, jump</text>
|
||||
<text>2nd | darkness, web</text>
|
||||
<text>3rd | fear, vampiric touch</text>
|
||||
<text>4th | dimension door, giant insect</text>
|
||||
<text>5th | cloudkill, hold monster</text>
|
||||
<text></text>
|
||||
<text>Source: Twitter</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="1">
|
||||
<feature optional="YES">
|
||||
<name>Lolth (Twitter): Dark Queen's Servitor</name>
|
||||
<text>Starting at 1st level, you gain the ability to transform into Lolth's most beloved servitor, a giant spider. As a bonus action you turn into a spider. You gain a +2 bonus to AC. You gain 3 temporary hit points per level. You gain a climb speed equal to your normal speed. You can climb difficult surfaces, such as along a ceiling, without needing to make a check. You gain a bite attack. You are proficient with this attack and it inflicts poison damage based on your level. You can use your choice of Strength or Dexterity to modify your bite attack's attack and damage rolls. While in this form, you lack hands and cannot do anything that normally requires them. However, you can cast spells but can only cast the ones listed on your expanded spell list for Lolth.</text>
|
||||
<text>Once you use this ability, you cannot use it again until you complete a short or long rest.</text>
|
||||
<text></text>
|
||||
<text>Spider Form Bite Damage</text>
|
||||
<text>Level | Damage</text>
|
||||
<text>1st—4th | 1d10 poison</text>
|
||||
<text>5th—10th | 2d10 poison</text>
|
||||
<text>11th—16th | 3d10 poison</text>
|
||||
<text>17th+ | 4d10 poison</text>
|
||||
<text></text>
|
||||
<text>Source: Twitter</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
<feature optional="YES">
|
||||
<name>Lolth (Twitter): Poisoned Beauty</name>
|
||||
<text>At 6th level, you gain the ability to use a shard of Lolth's alien beauty, causing other creatures to become enraptured by your appearance. As a bonus action, pick a creature you can see. That creature must succeed on a Charisma saving throw or become charmed by you. While charmed, it also gains vulnerability to poison damage. This benefit lasts for one minute or until you or your allies damages the creature. Once you use this ability, you cannot use it again until you complete a short or long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Twitter</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="10">
|
||||
<feature optional="YES">
|
||||
<name>Lolth (Twitter): Spider Queen's Chosen</name>
|
||||
<text>At 10th level, Lolth extends her protection to you while you are in her favored form. You gain resistance to bludgeoning, piercing, and slashing damage from non-magical sources while in your spider form.</text>
|
||||
<text></text>
|
||||
<text>Source: Twitter</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="14">
|
||||
<feature optional="YES">
|
||||
<name>Lolth (Twitter): Kiss of the Spider Queen</name>
|
||||
<text>Starting at 14th level, you can channel Lolth's malevolence into a deadly kiss. As an action, you touch a creature within your reach. The target takes 12d10 poison or psychic damage (your choice), or half as much on a successful Constitution save. A creature charmed by you has disadvantage on its saving throw. After you use this ability, you cannot cast it again until you complete a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Twitter</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
</compendium>
|
||||
8
FightClub5eXML/Sources/Miscellaneous/spells-stream.xml
Executable file → Normal file
8
FightClub5eXML/Sources/Miscellaneous/spells-stream.xml
Executable file → Normal file
@@ -2,13 +2,13 @@
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<spell>
|
||||
<name>Enter Mindscape</name>
|
||||
<classes>Psion</classes>
|
||||
<level>0</level>
|
||||
<ritual>NO</ritual>
|
||||
<time>1 bonus action</time>
|
||||
<range>Self</range>
|
||||
<components></components>
|
||||
<duration>Concentration, up to 10 minutes</duration>
|
||||
<classes>Psion</classes>
|
||||
<text>By shutting down your normal senses, you extend your mind into the psionics landscape around you. For the duration you can use a bonus action to sense the presence of creatures within a 60-foot cone. You learn the number of creatures within the cone and their creature type. You cannot detect undead or constructs with this spell.
|
||||
This spell is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead,or 3 feet of wood or dirt.
|
||||
This spell's duration cannot be ended due to damage.
|
||||
@@ -16,13 +16,13 @@ Source: Livestream</text>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Mind Fist</name>
|
||||
<classes>Psion</classes>
|
||||
<level>0</level>
|
||||
<ritual>NO</ritual>
|
||||
<time>1 action</time>
|
||||
<range>60 feet</range>
|
||||
<components></components>
|
||||
<duration>Instantaneous</duration>
|
||||
<classes>Psion</classes>
|
||||
<text>You point at one creature you can see within range and project a focused beam of telekinetic power at it. The target must succeed on a Strength saving throw or take 1d6 bludgeoning damage and be pushed up to 15 feet away from you.
|
||||
This spell's damage increases by one die when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
|
||||
Source: Livestream</text>
|
||||
@@ -33,13 +33,13 @@ Source: Livestream</text>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Mind Strike</name>
|
||||
<classes>Psion</classes>
|
||||
<level>0</level>
|
||||
<ritual>NO</ritual>
|
||||
<time>1 action</time>
|
||||
<range>60 feet</range>
|
||||
<components></components>
|
||||
<duration>Instantaneous</duration>
|
||||
<classes>Psion</classes>
|
||||
<text>You point at one creature you can see within range, and a psychic bolt pierces its mind. The target must succeed on an Intelligence saving throw or take 1d10 psychic damage.
|
||||
This spell's damage increases by one die when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
|
||||
Source: Livestream</text>
|
||||
@@ -50,13 +50,13 @@ Source: Livestream</text>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Psychic Step</name>
|
||||
<classes>Psion</classes>
|
||||
<level>0</level>
|
||||
<ritual>NO</ritual>
|
||||
<time>1 action</time>
|
||||
<range>60 feet</range>
|
||||
<components></components>
|
||||
<duration>1 round</duration>
|
||||
<classes>Psion</classes>
|
||||
<text>You alter the composition of your body in a subtle manner, allowing you to take seemingly impossible steps.
|
||||
Until the end of your turn, you speed increases by 10 feet and you can walk across vertical surfaces without falling. If you end your turn on such a surface, you immediately fall.
|
||||
Source: Livestream</text>
|
||||
|
||||
32
FightClub5eXML/Sources/MonsterManual/items-mm.xml
Normal file
32
FightClub5eXML/Sources/MonsterManual/items-mm.xml
Normal file
@@ -0,0 +1,32 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<item>
|
||||
<name>Hag Eye</name>
|
||||
<detail>Other</detail>
|
||||
<type>G</type>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>A hag coven can craft a magic item called a hag eye, which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. The hag eye is usually entrusted to a minion for safekeeping and transport. A hag in the coven can take an action to see what the hag eye sees if the hag eye is on the same plane of existence. A hag eye has AC 10, 1 hit point, and darkvision with a radius of 60 feet. If it is destroyed, each coven member takes 3d10 psychic damage and is blinded for 24 hours.
|
||||
A hag coven can have only one hag eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The ritual takes 1 hour, and the hags can't perform it while blinded. During the ritual, if the hags take any action other than performing the ritual, they must start over.
|
||||
Source: Monster Manual p. 177</text>
|
||||
<roll>3d10</roll>
|
||||
</item>
|
||||
<item>
|
||||
<name>Heartstone</name>
|
||||
<detail>Other</detail>
|
||||
<type>G</type>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>This lustrous black gem allows a night hag to become ethereal while it is in her possession. The touch of a heartstone also cures any disease. Crafting a heartstone takes 30 days.
|
||||
Source: Monster Manual p. 179</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Soul Bag</name>
|
||||
<detail>Other</detail>
|
||||
<type>G</type>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>When an evil humanoid dies as a result of a night hag's Nightmare Haunting, the hag catches the soul in this black sack made of stitched flesh. A soul bag can hold only one evil soul at a time, and only the night hag who crafted the bag can catch a soul with it. Crafting a soul bag takes 7 days and a humanoid sacrifice (whose flesh is used to make the bag).
|
||||
Source: Monster Manual p. 179</text>
|
||||
</item>
|
||||
</compendium>
|
||||
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
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>
|
||||
54
FightClub5eXML/Sources/MordenkainensTomeOfFoes/items-mtf.xml
Normal file
54
FightClub5eXML/Sources/MordenkainensTomeOfFoes/items-mtf.xml
Normal file
@@ -0,0 +1,54 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<item>
|
||||
<name>Elven Trinket</name>
|
||||
<detail>Adventuring Gear</detail>
|
||||
<type>G</type>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>d8 | Trinket
|
||||
1 | A small notebook that causes anything written in it to disappear after 1 hour
|
||||
2 | A crystal lens made of ivory and gold that causes anything observed through it to appear to be surrounded by motes of multicolored light
|
||||
3 | A small golden pyramid inscribed with elven symbols and about the size of a walnut
|
||||
4 | A cloak pin made from enamel in the shape of a butterfly; when you take the pin off, it turns into a real butterfly, and returns when you are ready to put your cloak back on again
|
||||
5 | A golden compass that points toward the nearest portal to the Feywild within 10 miles
|
||||
6 | A small silver spinning top that, when spun, endlessly spins until interrupted
|
||||
7 | A small songbird made of enamel, gold wire, and precious stone; uttering the songbird's name in Elvish causes the trinket to emit that bird's birdsong
|
||||
8 | A small enamel flower that, when put in one's hair, animates, tying back the wearer's hair with a living vine with flowers; plucking a single flower from this vine returns it to its inanimate form
|
||||
Source: Mordenkainen's Tome of Foes p. 64</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Greater Silver Sword</name>
|
||||
<detail>Melee Weapon</detail>
|
||||
<type>M</type>
|
||||
<weight>6</weight>
|
||||
<property>H,2H</property>
|
||||
<dmg1>2d6</dmg1>
|
||||
<dmgType>S</dmgType>
|
||||
<text>This magic weapon grants a +3 bonus to attack and damage rolls made with it. While you hold the sword, you have advantage on Intelligence, Wisdom, and Charisma saving throws, you are immune to being charmed, and you have resistance to psychic damage. In addition, if you score a critical hit with it against a creature's astral body, you can cut the silvery cord that tethers the target to its material body, instead of dealing damage.
|
||||
Source: Mordenkainen's Tome of Foes p. 89</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Infernal Tack</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>A narzugon binds a nightmare to its service with infernal tack, which consists of a bridle, bit, reins, saddle, stirrups, and spurs. A nightmare equipped with infernal tack must serve whoever wears the spurs until the wearer dies or the tack is removed.
|
||||
You can use an action to call a nightmare equipped with infernal tack by clashing the spurs together or scraping them through blood. The nightmare appears at the start of your next turn, within 20 feet of you. It acts as your ally and takes its turn on your initiative count. It remains for 1 day, until you or it dies, or until you dismiss it as an action. If the nightmare dies, it reforms in the Nine Hells within 24 hours, after which you can summon it again.
|
||||
The tack doesn't conjure a nightmare from thin air; one must first be subdued so the tack can be placed on it. No nightmare accepts this forced servitude willingly, but some eventually form strong loyalties to their masters and become true partners in evil.
|
||||
Source: Mordenkainen's Tome of Foes p. 167, Baldur's Gate: Descent Into Avernus p. 224</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Silver Sword</name>
|
||||
<detail>major, Melee Weapon</detail>
|
||||
<type>M</type>
|
||||
<weight>6</weight>
|
||||
<property>H,2H</property>
|
||||
<dmg1>2d6</dmg1>
|
||||
<dmgType>S</dmgType>
|
||||
<text>You have a +3 bonus to attack and damage rolls made with this magic weapon. On a critical hit against a target in an astral body (as with the astral projection spell), you can cut the silvery cord that tethers the target to its material body, instead of dealing damage.
|
||||
Source: Mordenkainen's Tome of Foes p. 89</text>
|
||||
</item>
|
||||
</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>
|
||||
114
FightClub5eXML/Sources/MordenkainensTomeOfFoes/vehicles-mtf.xml
Normal file
114
FightClub5eXML/Sources/MordenkainensTomeOfFoes/vehicles-mtf.xml
Normal file
@@ -0,0 +1,114 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<monster>
|
||||
<name>Astral Brig</name>
|
||||
<size>G</size>
|
||||
<type>vehicle (90 ft. x 30 ft.)</type>
|
||||
<alignment>Unaligned</alignment>
|
||||
<ac>0</ac>
|
||||
<hp>0</hp>
|
||||
<speed>12 miles per hour (288 miles per day)</speed>
|
||||
<str>0</str>
|
||||
<dex>0</dex>
|
||||
<con>0</con>
|
||||
<int>0</int>
|
||||
<wis>0</wis>
|
||||
<cha>0</cha>
|
||||
<save></save>
|
||||
<skill></skill>
|
||||
<languages></languages>
|
||||
<cr></cr>
|
||||
<resist></resist>
|
||||
<immune></immune>
|
||||
<vulnerable></vulnerable>
|
||||
<conditionImmune></conditionImmune>
|
||||
<senses></senses>
|
||||
<trait>
|
||||
<name>Hit Points</name>
|
||||
<text></text>
|
||||
</trait>
|
||||
<action>
|
||||
<name>Weapons:</name>
|
||||
<text>Ballistas (2)</text>
|
||||
<text>Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. 16 (3d10) piercing damage.</text>
|
||||
<attack>Weapons:|+6|3d10</attack>
|
||||
</action>
|
||||
<description>The astral brig is the standard githyanki military vessel. It requires a crew of five and can transport up to sixty passengers. A brig is 90 feet long and 30 feet wide, with two levels below decks for quarters and storage space. It is equipped with two ballistae, each one operated by a pair of crew members, and has a top speed of 12 miles per hour.
|
||||
Source: Mordenkainen's Tome of Foes p. 90</description>
|
||||
<environment></environment>
|
||||
</monster>
|
||||
<monster>
|
||||
<name>Astral Skiff</name>
|
||||
<size>H</size>
|
||||
<type>vehicle (30 ft. x 10 ft.)</type>
|
||||
<alignment>Unaligned</alignment>
|
||||
<ac>0</ac>
|
||||
<hp>0</hp>
|
||||
<speed>15 miles per hour (360 miles per day)</speed>
|
||||
<str>0</str>
|
||||
<dex>0</dex>
|
||||
<con>0</con>
|
||||
<int>0</int>
|
||||
<wis>0</wis>
|
||||
<cha>0</cha>
|
||||
<save></save>
|
||||
<skill></skill>
|
||||
<languages></languages>
|
||||
<cr></cr>
|
||||
<resist></resist>
|
||||
<immune></immune>
|
||||
<vulnerable></vulnerable>
|
||||
<conditionImmune></conditionImmune>
|
||||
<senses></senses>
|
||||
<trait>
|
||||
<name>Hit Points</name>
|
||||
<text></text>
|
||||
</trait>
|
||||
<description>An astral skiff is operated by a crew of three and carries up to a dozen passengers. The githyanki employ this small vessel, 30 feet long and 10 feet wide, for patrols in the Astral Plane and for quick raids in pursuit of specific objects on the Material Plane. A skiff has a top speed of 15 miles per hour. It lacks weapons aside from those carried by its passengers and has a limited amount of storage space.
|
||||
Source: Mordenkainen's Tome of Foes p. 90</description>
|
||||
<environment></environment>
|
||||
</monster>
|
||||
<monster>
|
||||
<name>Planar Raider</name>
|
||||
<size>H</size>
|
||||
<type>vehicle (120 ft. x 40 ft.)</type>
|
||||
<alignment>Unaligned</alignment>
|
||||
<ac>0</ac>
|
||||
<hp>0</hp>
|
||||
<speed>12 miles per hour (288 miles per day)</speed>
|
||||
<str>0</str>
|
||||
<dex>0</dex>
|
||||
<con>0</con>
|
||||
<int>0</int>
|
||||
<wis>0</wis>
|
||||
<cha>0</cha>
|
||||
<save></save>
|
||||
<skill></skill>
|
||||
<languages></languages>
|
||||
<cr></cr>
|
||||
<resist></resist>
|
||||
<immune></immune>
|
||||
<vulnerable></vulnerable>
|
||||
<conditionImmune></conditionImmune>
|
||||
<senses></senses>
|
||||
<trait>
|
||||
<name>Hit Points</name>
|
||||
<text></text>
|
||||
</trait>
|
||||
<action>
|
||||
<name>Weapons:</name>
|
||||
<text>Ballistas (2)</text>
|
||||
<text>Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. 16 (3d10) piercing damage.</text>
|
||||
<attack>Weapons:|+6|3d10</attack>
|
||||
</action>
|
||||
<action>
|
||||
<name>Weapons:</name>
|
||||
<text>Catapult</text>
|
||||
<text>Ranged Weapon Attack: +5 to hit, range 200/800 ft. (can't hit targets within 60 feet of it), one target. 27 (5d10) bludgeoning damage.</text>
|
||||
<attack>Weapons:|+5|5d10</attack>
|
||||
</action>
|
||||
<description>The largest of the githyanki ships, the planar raider serves as a mobile headquarters during a major attack on the githyanki's enemies. It needs a crew of ten and can carry more than a hundred passengers. A planar raider can travel up to 12 miles per hour. It is 40 feet wide and 120 feet long, with two levels below decks, and is equipped with three ballistae and a catapult.
|
||||
Source: Mordenkainen's Tome of Foes p. 90</description>
|
||||
<environment></environment>
|
||||
</monster>
|
||||
</compendium>
|
||||
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,82 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<background>
|
||||
<name>Athlete</name>
|
||||
<proficiency>Acrobatics, Athletics</proficiency>
|
||||
<trait>
|
||||
<name>Description</name>
|
||||
<text>You strive to perfect yourself physically and in execution of everything you do. The thrill of competition lights fire in your blood, and the roar of the crowd drives you forward. Tales of your exploits precede you and might open doors or loosen tongues.
|
||||
Whether in one of the poleis, between them, or among the nonhuman peoples of Theros, physical contests and those who pursue them command respect bordering on reverence. Athletes arise from all walks of life and all cultures and quite often cross paths with one another.
|
||||
• Skill Proficiencies: Acrobatics, Athletics
|
||||
• Languages: One of your choice
|
||||
• Tool Proficiencies: Vehicles (land)
|
||||
• Equipment: A bronze discus or leather ball, a lucky charm or past trophy, a set of traveler's clothes, and a pouch containing 10 gp
|
||||
Source: Mythic Odysseys of Theros p. 31</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Feature: Echoes of Victory</name>
|
||||
<text>You have attracted admiration among spectators, fellow athletes, and trainers in the region that hosted your past athletic victories. When visiting any settlement within 100 miles of where you grew up, there is a 50 percent chance you can find someone there who admires you and is willing to provide information or temporary shelter.
|
||||
Between adventures, you might compete in athletic events sufficient enough to maintain a comfortable lifestyle, as per the "Practicing a Profession" downtime activity in chapter 8 of the Player's Handbook.
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Favored Event</name>
|
||||
<text>While many athletes practice various games and events, most excel at a single form of competition. Roll or choose from the options in the Favored Event table to determine the athletic event in which you excel.
|
||||
Favored Event
|
||||
d8 | Favored Event
|
||||
1 | Marathon
|
||||
2 | Long-distance running
|
||||
3 | Wrestling
|
||||
4 | Boxing
|
||||
5 | Chariot or horse race
|
||||
6 | Pankration (mixed unarmed combat)
|
||||
7 | Hoplite race (racing in full armor with a unit)
|
||||
8 | Pentathlon (running, long jump, discus, javelin, wrestling)
|
||||
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Suggested Characteristics</name>
|
||||
<text>Competition can forge strong bonds between teammates and rivals or ignite bitter feuds that burn outside the arena. Athletes often apply lessons from their training to their lives in general.
|
||||
Athlete Personality Traits
|
||||
d8 | Personality Trait
|
||||
1 | I feel most at peace during physical exertion, be it exercise or battle.
|
||||
2 | I don't like to sit idle.
|
||||
3 | I have a daily exercise routine that I refuse to break.
|
||||
4 | Obstacles exist to be overcome.
|
||||
5 | When I see others struggling, I offer to help.
|
||||
6 | I love to trade banter and gibes.
|
||||
7 | Anything worth doing is worth doing best.
|
||||
8 | I get irritated if people praise someone else and not me.
|
||||
|
||||
Athlete Ideals
|
||||
d6 | Ideal
|
||||
1 | Competition. I strive to test myself in all things. (Chaotic)
|
||||
2 | Triumph. The best part of winning is seeing my rivals brought low. (Evil)
|
||||
3 | Camaraderie. The strongest bonds are forged through struggle. (Good)
|
||||
4 | People. I strive to inspire my spectators. (Neutral)
|
||||
5 | Tradition. Every game has rules, and the playing field must be level. (Lawful)
|
||||
6 | Growth. Lessons hide in victory and defeat. (Any)
|
||||
|
||||
Athlete Bonds
|
||||
d6 | Bond
|
||||
1 | My teammates are my family.
|
||||
2 | I will overcome a rival and prove myself their better.
|
||||
3 | My mistake got someone hurt. I'll never make that mistake again.
|
||||
4 | I will be the best for the honor and glory of my home.
|
||||
5 | The person who trained me is the most important person in my world.
|
||||
6 | I strive to live up to a specific hero's example.
|
||||
|
||||
Athlete Flaws
|
||||
d6 | Flaw
|
||||
1 | I indulge in a habit that threatens my reputation or my health.
|
||||
2 | I'll do absolutely anything to win.
|
||||
3 | I ignore anyone who doesn't compete and anyone who loses to me.
|
||||
4 | I have lingering pain from old injuries.
|
||||
5 | Any defeat or failure on my part is because my opponent cheated.
|
||||
6 | I must be the captain of any group I join.
|
||||
|
||||
</text>
|
||||
</trait>
|
||||
</background>
|
||||
</compendium>
|
||||
@@ -0,0 +1,61 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<class>
|
||||
<name>Bard</name>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Bard College: College of Eloquence</name>
|
||||
<text>Adherents of the College of Eloquence master the art of oratory. Persuasion is regarded as a high art, and a well-reasoned, well-spoken argument often proves more persuasive than facts. These bards wield a blend of logic and theatrical wordplay, winning over skeptics and detractors with logical arguments and plucking at heartstrings to appeal to the emotions of audiences.</text>
|
||||
<text></text>
|
||||
<text>Source: Mythic Odysseys of Theros p. 28</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>College of Eloquence: Silver Tongue</name>
|
||||
<text>3rd-level College of Eloquence feature</text>
|
||||
<text>You are a master at saying the right thing at the right time. When you make a Charisma (Persuasion) or Charisma (Deception) check, you can treat a d20 roll of 9 or lower as a 10.</text>
|
||||
<text></text>
|
||||
<text>Source: Mythic Odysseys of Theros p. 28</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>College of Eloquence: Unsettling Words</name>
|
||||
<text>3rd-level College of Eloquence feature</text>
|
||||
<text>You can spin words laced with magic that unsettle a creature and cause it to doubt itself. As a bonus action, you can expend one use of your Bardic Inspiration and choose one creature you can see within 60 feet of you. Roll the Bardic Inspiration die. The creature must subtract the number rolled from the next saving throw it makes before the start of your next turn.</text>
|
||||
<text></text>
|
||||
<text>Source: Mythic Odysseys of Theros p. 28</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
<feature optional="YES">
|
||||
<name>College of Eloquence: Unfailing Inspiration</name>
|
||||
<text>6th-level College of Eloquence feature</text>
|
||||
<text>Your inspiring words are so persuasive that others feel driven to succeed. When a creature adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll fails, the creature can keep the Bardic Inspiration die.</text>
|
||||
<text></text>
|
||||
<text>Source: Mythic Odysseys of Theros p. 28</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="6">
|
||||
<feature optional="YES">
|
||||
<name>College of Eloquence: Universal Speech</name>
|
||||
<text>6th-level College of Eloquence feature</text>
|
||||
<text>You have gained the ability to make your speech intelligible to any creature. As an action, choose one or more creatures within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). The chosen creatures can magically understand you, regardless of the language you speak, for 1 hour.</text>
|
||||
<text>Once you use this feature, you can't use it again until you finish a long rest, unless you expend a spell slot to use it again.</text>
|
||||
<text></text>
|
||||
<text>Source: Mythic Odysseys of Theros p. 28</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="14">
|
||||
<feature optional="YES">
|
||||
<name>College of Eloquence: Infectious Inspiration</name>
|
||||
<text>14th-level College of Eloquence feature</text>
|
||||
<text>When you successfully inspire someone, the power of your eloquence can now spread to someone else. When a creature within 60 feet of you adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll succeeds, you can use your reaction to encourage a different creature (other than yourself) that can hear you within 60 feet of you, giving it a Bardic Inspiration die without expending any of your Bardic Inspiration uses.</text>
|
||||
<text>You can use this reaction a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Mythic Odysseys of Theros p. 28</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
</compendium>
|
||||
@@ -0,0 +1,109 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<class>
|
||||
<name>Paladin</name>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Sacred Oath: Oath of Glory</name>
|
||||
<text>Paladins who take the Oath of Glory believe they and their companions are destined to achieve glory through deeds of heroism. They train diligently and encourage their companions so they're all ready when destiny calls.</text>
|
||||
<text></text>
|
||||
<text>Source: Mythic Odysseys of Theros p. 29</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Oath of Glory: Channel Divinity</name>
|
||||
<text>3rd-level Oath of Glory feature</text>
|
||||
<text>You gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.</text>
|
||||
<text></text>
|
||||
<text>Source: Mythic Odysseys of Theros p. 29</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Oath of Glory: Oath Spells</name>
|
||||
<text>3rd-level Oath of Glory feature</text>
|
||||
<text>You gain oath spells at the paladin levels listed in the Oath of Glory Spells table. See the Sacred Oath class feature for how oath spells work.</text>
|
||||
<text></text>
|
||||
<text>Oath of Glory Spells</text>
|
||||
<text>Paladin Level | Spells</text>
|
||||
<text>3rd | guiding bolt, heroism</text>
|
||||
<text>5th | enhance ability, magic weapon</text>
|
||||
<text>9th | haste, protection from energy</text>
|
||||
<text>13th | compulsion, freedom of movement</text>
|
||||
<text>17th | commune, flame strike</text>
|
||||
<text></text>
|
||||
<text>Source: Mythic Odysseys of Theros p. 29</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Oath of Glory: Tenets of Glory</name>
|
||||
<text>The tenets of the Oath of Glory drive a paladin to attempt heroics that might one day shine in legend.</text>
|
||||
<text></text>
|
||||
<text>Actions over Words</text>
|
||||
<text> Strive to be known by glorious deeds, not words.</text>
|
||||
<text></text>
|
||||
<text>Challenges Are but Tests</text>
|
||||
<text> Face hardships with courage, and encourage your allies to face them with you.</text>
|
||||
<text></text>
|
||||
<text>Hone the Body</text>
|
||||
<text> Like raw stone, your body must be worked so its potential can be realized.</text>
|
||||
<text></text>
|
||||
<text>Discipline the Soul</text>
|
||||
<text> You must marshal the discipline to overcome failings within yourself that threaten to dim the glory of you and your friends.</text>
|
||||
<text></text>
|
||||
<text>Source: Mythic Odysseys of Theros p. 29</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Oath of Glory: Inspiring Smite</name>
|
||||
<text>Immediately after you deal damage to a creature with your Divine Smite feature, you can use your Channel Divinity as a bonus action and distribute temporary hit points to creatures of your choice within 30 feet of you, which can include you. The total number of temporary hit points equals 2d8 + your level in this class, divided among the chosen creatures however you like.</text>
|
||||
<text></text>
|
||||
<text>Source: Mythic Odysseys of Theros p. 29</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="3">
|
||||
<feature optional="YES">
|
||||
<name>Oath of Glory: Peerless Athlete</name>
|
||||
<text>As a bonus action, you can use your Channel Divinity to augment your athleticism. For the next 10 minutes, you have advantage on Strength (Athletics) and Dexterity (Acrobatics) checks; you can carry, push, drag, and lift twice as much weight as normal; and the distance of your long and high jumps increases by 10 feet (this extra distance costs movement as normal).</text>
|
||||
<text></text>
|
||||
<text>Source: Mythic Odysseys of Theros p. 29</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="7">
|
||||
<feature optional="YES">
|
||||
<name>Oath of Glory: Aura of Alacrity</name>
|
||||
<text>7th-level Oath of Glory feature</text>
|
||||
<text>You emanate an aura that fills you and your companions with supernatural speed, allowing you to race across a battlefield in formation. Your walking speed increases by 10 feet. In addition, if you aren't incapacitated, the walking speed of any ally who starts their turn within 5 feet of you increases by 10 feet until the end of that turn.</text>
|
||||
<text>When you reach 18th level in this class, the range of the aura increases to 10 feet.</text>
|
||||
<text></text>
|
||||
<text>Source: Mythic Odysseys of Theros p. 29</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="15">
|
||||
<feature optional="YES">
|
||||
<name>Oath of Glory: Glorious Defense</name>
|
||||
<text>15th-level Oath of Glory feature</text>
|
||||
<text>You can turn defense into a sudden strike. When you or another creature you can see within 10 feet of you is hit by an attack roll, you can use your reaction to grant a bonus to the target's AC against that attack, potentially causing it to miss. The bonus equals your Charisma modifier (minimum of +1). If the attack misses, you can make one weapon attack against the attacker as part of this reaction, provided the attacker is within your weapon's range.</text>
|
||||
<text>You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.</text>
|
||||
<text></text>
|
||||
<text>Source: Mythic Odysseys of Theros p. 29</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
<autolevel level="20">
|
||||
<feature optional="YES">
|
||||
<name>Oath of Glory: Living Legend</name>
|
||||
<text>20th-level Oath of Glory feature</text>
|
||||
<text>You can empower yourself with the legends—whether true or exaggerated—of your great deeds. As a bonus action, you gain the following benefits for 1 minute:</text>
|
||||
<text>• You are blessed with an otherworldly presence, gaining advantage on all Charisma checks.</text>
|
||||
<text>• Once on each of your turns when you make a weapon attack and miss, you can cause that attack to hit instead.</text>
|
||||
<text>• If you fail a saving throw, you can use your reaction to reroll it. You must use this new roll.</text>
|
||||
<text>Once you use this feature, you can't use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.</text>
|
||||
<text></text>
|
||||
<text>Source: Mythic Odysseys of Theros p. 29</text>
|
||||
</feature>
|
||||
</autolevel>
|
||||
</class>
|
||||
</compendium>
|
||||
295
FightClub5eXML/Sources/MythicOdysseysOfTheros/items-mot.xml
Normal file
295
FightClub5eXML/Sources/MythicOdysseysOfTheros/items-mot.xml
Normal file
@@ -0,0 +1,295 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<item>
|
||||
<name>Akmon, Hammer of Purphoros</name>
|
||||
<detail>martial Weapon, Melee Weapon</detail>
|
||||
<type>M</type>
|
||||
<weight>2</weight>
|
||||
<property>V</property>
|
||||
<dmg1>1d8</dmg1>
|
||||
<dmg2>1d10</dmg2>
|
||||
<dmgType>B</dmgType>
|
||||
<text>Purphoros's hammer works wonders and disasters, the god of the forge using it to craft ground-breaking marvels and dangerous inventions in equal measure. Purphoros rarely bestows Akmon on mortals but occasionally leaves it unattended at his forge in Mount Velus. When Purphoros does permit a mortal to use the hammer, it's usually so they might bring an important work into being, wreck a force of destruction, or forge something remarkable somewhere the god isn't welcome.
|
||||
Hammer of the Forge: This magic warhammer grants a +3 bonus to attack and damage rolls made with it. When you hit with an attack using it, the target takes an extra 3d10 fire damage.
|
||||
Blessing of the Forge: If you are a worshiper of Purphoros, you gain all the following benefits for which you have the required piety:
|
||||
• Piety 10+.: The hammer has 1 randomly determined minor beneficial property.
|
||||
• Piety 25+.: The hammer has 1 randomly determined major beneficial property.
|
||||
• Piety 50+.: The hammer has 1 additional randomly determined major beneficial property.
|
||||
If you aren't a worshiper of Purphoros, the hammer has 2 randomly determined minor detrimental properties.
|
||||
See "Artifacts" in chapter 7 of the Dungeon Master's Guide for details on randomly determined properties.
|
||||
Reforged: While holding the hammer, you have resistance to fire damage and are immune to exhaustion. Additionally, you have proficiency with smith's tools and have advantage on all ability checks made using them.
|
||||
Spells: While the hammer is on your person, you can use an action to cast one of the following spells (save DC 18): animate objects, heat metal, fabricate, magic weapon, mending, shatter. Once you use the hammer to cast a spell, the spell can't be cast again from it until the next dusk.
|
||||
Destroying the Hammer: To destroy the hammer, it must be taken to the realm of Tizerus, in the Underworld. There it must be coated in clay from the Mire of Punishment. The heat of the hammer hardens the clay, which fuses to it after one month. Once fully hardened, the clay-covered hammer must be swallowed and digested by a kraken.
|
||||
Source: Mythic Odysseys of Theros p. 198</text>
|
||||
<roll>3d10</roll>
|
||||
</item>
|
||||
<item>
|
||||
<name>Dekella, Bident of Thassa</name>
|
||||
<detail>martial Weapon, Melee Weapon</detail>
|
||||
<type>M</type>
|
||||
<weight>4</weight>
|
||||
<property>T,V</property>
|
||||
<dmg1>1d6</dmg1>
|
||||
<dmg2>1d8</dmg2>
|
||||
<dmgType>P</dmgType>
|
||||
<range>20/60</range>
|
||||
<text>Thassa wields Dekella, a two-pronged weapon gifted to her by Purphoros. When the god of the sea bestows her weapon on a mortal, it's often so they might work her will far from the ocean, right some wrong affecting those she'd prefer not to harm, or give a mortal a glimpse of her terrible responsibilities.
|
||||
Bident of the Deep: Thassa's signature weapon thrums with the icy currents of the deep ocean. This weapon functions as a trident that grants a +3 bonus to attack and damage rolls made with it. When you hit with an attack using the bident, the target takes an extra 2d10 cold damage.
|
||||
Blessing of the Deep: If you are a worshiper of Thassa, you gain all the following benefits for which you have the required piety:
|
||||
• Piety 10+.: You can breathe underwater, and you gain a swimming speed of 60 feet.
|
||||
• Piety 25+.: The bident has 1 randomly determined minor beneficial property.
|
||||
• Piety 50+.: The bident has 1 randomly determined major beneficial property.
|
||||
If you aren't a worshiper of Thassa, the bident has 1 minor detrimental property and 1 major detrimental property, both randomly determined.
|
||||
See "Artifacts" in chapter 7 of the Dungeon Master's Guide for details on randomly determined properties.
|
||||
Command the Deep: The bident holds the power to command the waves and its creatures. As an action, you can change the condition of the sea within 1 mile of you, creating strong winds and heavy rain that cause violent waves (see "Weather at Sea" in chapter 5 of the Dungeon Master's Guide) or calming a storm. In either case, the unnatural weather lasts for 1 hour before returning to normal. Once used, this property of the bident can't be used again until the next dusk.
|
||||
Additionally, you can cast the dominate monster spell (save DC 18) from the bident, but only on beasts and monstrosities that have an innate swimming speed. Once used, this property of the bident can't be used again until the next dusk.
|
||||
Aquatic Metamorphosis: You can cast the true polymorph spell (save DC 18) from the bident, but you must cast it on a creature to turn it into a kind of creature that has an innate swimming speed. Once used, this property of the bident can't be used again until the next dusk.
|
||||
Destroying the Bident: To destroy the bident, it must be heated by the breath of an ancient red dragon and then, while still hot, immersed in the Tartyx River.
|
||||
Source: Mythic Odysseys of Theros p. 199</text>
|
||||
<roll>2d10</roll>
|
||||
</item>
|
||||
<item>
|
||||
<name>Ephixis, Bow of Nylea</name>
|
||||
<detail>simple Weapon, Ranged Weapon</detail>
|
||||
<type>R</type>
|
||||
<weight>2</weight>
|
||||
<property>A,2H</property>
|
||||
<dmg1>1d6</dmg1>
|
||||
<dmgType>P</dmgType>
|
||||
<range>80/320</range>
|
||||
<text>Nylea wields the shortbow Ephixis, the bow whose arrows herald the turning of the seasons. Nylea is quick to let her favored followers borrow her bow, particularly when they intend to use it to perform great deeds, put an end to foul creatures, or cast down the arrogant.
|
||||
Bow of the Wild: This divine weapon includes a shortbow and a quiver with four arrows, each tied to one of the four seasons. You gain a +3 bonus to attack and damage rolls made with this bow, and you suffer no disadvantage when attacking at the weapon's long range. Additionally, Ephixis scores a critical hit on a d20 roll of 19 or 20.
|
||||
Blessing of the Wild: If you are a worshiper of Nylea, you gain all the following benefits for which you have the required piety:
|
||||
• Piety 10+.: The bow has 1 randomly determined minor beneficial property.
|
||||
• Piety 25+.: The bow has 1 randomly determined major beneficial property.
|
||||
If you aren't a worshiper of Nylea, the bow has 1 randomly determined major detrimental property.
|
||||
See "Artifacts" in chapter 7 of the Dungeon Master's Guide for details on randomly determined properties.
|
||||
Arrows of the Seasons: The four arrows—each associated with a season—that accompany this bow can be fired only from it. Each arrow disappears immediately after it's used, and it reappears in the quiver at the next dusk. The save DC against spells cast with the arrows is 18. Each arrow has a unique property:
|
||||
Spring: As an action, you can fire this arrow, targeting a beast or a plant creature you can see within 320 feet of you. On a hit, the arrow deals no damage, and the target gains the benefits of the awaken spell for 8 hours.
|
||||
Summer: As an action, you can fire this arrow at an unoccupied space on the ground that you can see within 320 feet of you, no attack roll required. A Nyxborn lynx is summoned in that space (use the stat block for a tiger with the Nyxborn traits from chapter 6). The lynx understands your verbal commands and obeys them as best it can, and it takes its turns immediately after yours. The emissary remains for 1 hour before fading away.
|
||||
Autumn: As an action, you can fire this arrow at a space on the ground that you can see within 320 feet of you, no attack roll required, casting the wall of thorns spell there.
|
||||
Winter: As an action, you can fire this arrow at a space that you can see within 320 feet of you, no attack roll required, casting the ice storm spell there.
|
||||
Destroying the Bow: The bow can't be destroyed without first destroying all its arrows. The winter arrow must be fed to a cerberus on the winter solstice. The spring arrow must be planted at the base of a Black Oak of Asphodel on the spring equinox. The summer arrow must be broken by a sea giant on the summer solstice. Then the autumn arrow must be shot into the carcass of a hydra on the autumnal equinox. When all four arrows are destroyed, the bow and quiver dissolve into dust.
|
||||
Source: Mythic Odysseys of Theros p. 200</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Flying Chariot</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>The chariot's riders and creatures pulling the chariot gain a +1 bonus to their AC.
|
||||
If this magic chariot is pulled by one or more flying creatures, it too can fly.
|
||||
Chariots: Chariots and the creatures pulling them work like controlled mounts, as described in the mounted combat rules in the Player's Handbook, but with the following differences:
|
||||
• Mounting or dismounting a chariot costs you 5 feet of movement, rather than a number of feet equal to half your speed.
|
||||
• Being mounted on a chariot grants you half cover.
|
||||
• A chariot's speed is equal to the speed of the slowest creature pulling it.
|
||||
• If multiple creatures are pulling the chariot, they all act on the same initiative, and they must take the same action on their turn.
|
||||
Source: Mythic Odysseys of Theros p. 196</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Helm of the Gods</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>While wearing this helm, you know whether there is a celestial or fiend within 30 feet of you, as well as where the creature is located, provided the creature isn't behind total cover.
|
||||
Whenever you finish a long rest while wearing the helm, you can pray to one of the gods listed on the Helm of the Gods table and store the listed spell in the helm, replacing any spell that is already stored there. The save DC for the spell is 13.
|
||||
The helm has 3 charges. To cast a spell from the helm, you must expend 1 charge, and the helm regains 1d3 charges daily at dawn.
|
||||
God | Spell
|
||||
Athreos | protection from evil and good
|
||||
Ephara | sanctuary
|
||||
Erebos | inflict wounds
|
||||
Heliod | guiding bolt
|
||||
Iroas | heroism
|
||||
Karametra | goodberry
|
||||
Keranos | thunderous smite
|
||||
Klothys | entangle
|
||||
Kruphix | dissonant whispers
|
||||
Mogis | hellish rebuke
|
||||
Nylea | faerie fire
|
||||
Pharika | lesser restoration
|
||||
Phenax | charm person
|
||||
Purphoros | searing smite
|
||||
Thassa | identify
|
||||
Source: Mythic Odysseys of Theros p. 196</text>
|
||||
<roll>1d3</roll>
|
||||
</item>
|
||||
<item>
|
||||
<name>Khrusor, Spear of Heliod</name>
|
||||
<detail>simple Weapon, Melee Weapon</detail>
|
||||
<type>M</type>
|
||||
<weight>3</weight>
|
||||
<property>T,V</property>
|
||||
<dmg1>1d6</dmg1>
|
||||
<dmg2>1d8</dmg2>
|
||||
<dmgType>P</dmgType>
|
||||
<range>20/60</range>
|
||||
<text>Heliod wields Khrusor, a spear blessed with the power of the sun. In his hands, it can be pitched from Nyx to any point on Theros. When Heliod lends his weapon to a mortal, it's typically so they can perform some great work in his name or as a test of their worthiness.
|
||||
Spear of the Sun: This spear grants a +3 bonus to attack and damage rolls made with it. When you hit with an attack using this spear, the target takes an extra 2d8 radiant damage.
|
||||
Blessing of the Sun: If you are a worshiper of Heliod, you gain all the following benefits for which you have the required piety:
|
||||
• Piety 3+.: You gain 15 temporary hit points each dawn.
|
||||
• Piety 10+.: The spear has 1 randomly determined minor beneficial property.
|
||||
• Piety 25+.: The spear has 1 additional randomly determined minor beneficial property.
|
||||
• Piety 50+.: The spear has 1 randomly determined major beneficial property.
|
||||
If you aren't a worshiper of Heliod, the spear has 2 randomly determined major detrimental properties.
|
||||
See "Artifacts" in chapter 7 of the Dungeon Master's Guide for details on randomly determined properties.
|
||||
Luminous: The spear sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The light is sunlight.
|
||||
Sun's Retaliation: When you take damage from a creature within 5 feet of you, you can use your reaction to make a melee attack with the spear against that creature. On a hit, the spear deals damage as normal, and the creature is blinded until the start of its next turn. This property of the spear can't be used again until the next dawn.
|
||||
Spells: The spear has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells (save DC 18) from it: guiding bolt (1 charge), daylight (3 charges, targeting the tip of the spear only), sunbeam (6 charges). The spear regains 1d6 + 4 expended charges daily at dawn.
|
||||
Destroying the Spear: If taken to Erebos's palace in Tizerus, and used to sacrifice a champion of Heliod to Erebos, Khrusor is either destroyed or fundamentally twisted to Erebos's service.
|
||||
Source: Mythic Odysseys of Theros p. 200</text>
|
||||
<roll>2d8</roll>
|
||||
<roll>1d6+4</roll>
|
||||
</item>
|
||||
<item>
|
||||
<name>Mastix, Whip of Erebos</name>
|
||||
<detail>martial Weapon, Melee Weapon</detail>
|
||||
<type>M</type>
|
||||
<weight>3</weight>
|
||||
<property>F,R</property>
|
||||
<dmg1>1d4</dmg1>
|
||||
<dmgType>S</dmgType>
|
||||
<text>Erebos wields Mastix, a whip capable of extending like an impossibly long shadow. In the hands of the god of the dead, the whip snares the reluctant dead and drags them into his realm. When Erebos grants his weapon to a mortal follower, it's typically to reclaim a powerful soul or to humiliate Heliod.
|
||||
Whip of the Dead: Erebos's whip seethes with the enervating energy of the Underworld. This magic whip grants a +3 bonus to attack and damage rolls made with it. When you hit with an attack using this whip, the target takes an extra 2d8 necrotic damage and you regain hit points equal to half the amount of necrotic damage dealt.
|
||||
Additionally, when you make an attack with the whip on your turn, you can increase the range of the attack to 300 feet. This property of the weapon can't be used again until the next dusk.
|
||||
Blessing of the Dead: If you are a worshiper of Erebos, you gain all the following benefits for which you have the required piety:
|
||||
• Piety 1+.: The whip has 1 randomly determined minor detrimental property—a burden Erebos imposes to test his faithful.
|
||||
• Piety 25+.: The whip has 1 randomly determined major beneficial property.
|
||||
• Piety 50+.: The whip has 1 additional randomly determined major beneficial property.
|
||||
If you aren't a worshiper of Erebos, the whip has 2 randomly determined major detrimental properties.
|
||||
See "Artifacts" in chapter 7 of the Dungeon Master's Guide for details on randomly determined properties.
|
||||
Erebos's Claim: While carrying the whip, you can use an action to cast either circle of death or dominate monster (targeting only undead) from the whip. The save DC for these spells is 18. Once you use the whip to cast a spell, that spell can't be cast from it again until the next dusk.
|
||||
Destroying the Whip: To destroy the whip, it must be taken to the heights of Mount Hiastos in Nyx, unraveled by a Returned, and left to bask in continual daylight for one month.
|
||||
Source: Mythic Odysseys of Theros p. 201</text>
|
||||
<roll>2d8</roll>
|
||||
</item>
|
||||
<item>
|
||||
<name>Molten Bronze Skin (Breastplate)</name>
|
||||
<detail>Medium Armor</detail>
|
||||
<type>MA</type>
|
||||
<weight>20</weight>
|
||||
<property></property>
|
||||
<ac>14</ac>
|
||||
<text>This magical armor appears as a jug of molten bronze. When you attune to it, the bronze adheres and contours to your skin. The armor can be worn under normal clothes, but it doesn't impede bodily functions. Once you put it on, it can't be removed unless you choose to do so.
|
||||
While wearing the armor, you have resistance to fire damage. The armor also doesn't impose disadvantage on Dexterity (Stealth) checks.
|
||||
Source: Mythic Odysseys of Theros p. 197</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Molten Bronze Skin (Half Plate)</name>
|
||||
<detail>Medium Armor</detail>
|
||||
<type>MA</type>
|
||||
<weight>40</weight>
|
||||
<property></property>
|
||||
<ac>15</ac>
|
||||
<text>This magical armor appears as a jug of molten bronze. When you attune to it, the bronze adheres and contours to your skin. The armor can be worn under normal clothes, but it doesn't impede bodily functions. Once you put it on, it can't be removed unless you choose to do so.
|
||||
While wearing the armor, you have resistance to fire damage. The armor also doesn't impose disadvantage on Dexterity (Stealth) checks.
|
||||
Source: Mythic Odysseys of Theros p. 197</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Molten Bronze Skin (Plate)</name>
|
||||
<detail>Heavy Armor</detail>
|
||||
<type>HA</type>
|
||||
<weight>65</weight>
|
||||
<property></property>
|
||||
<ac>18</ac>
|
||||
<strength>15</strength>
|
||||
<text>This magical armor appears as a jug of molten bronze. When you attune to it, the bronze adheres and contours to your skin. The armor can be worn under normal clothes, but it doesn't impede bodily functions. Once you put it on, it can't be removed unless you choose to do so.
|
||||
While wearing the armor, you have resistance to fire damage. The armor also doesn't impose disadvantage on Dexterity (Stealth) checks.
|
||||
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
|
||||
Source: Mythic Odysseys of Theros p. 197</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Potion of Aqueous Form</name>
|
||||
<detail></detail>
|
||||
<type>P</type>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>When you drink this potion, you transform into a pool of water. You return to your true form after 10 minutes or if you are incapacitated or die.
|
||||
You're under the following effects while in this form:
|
||||
• Liquid Movement.: You have a swimming speed of 30 feet. You can move over or through other liquids. You can enter and occupy the space of another creature. You can rise up to your normal height, and you can pass through even Tiny openings. You extinguish nonmagical flames in any space you enter.
|
||||
• Watery Resilience.: You have resistance to nonmagical damage. You also have advantage on Strength, Dexterity, and Constitution saving throws.
|
||||
• Limitations.: You can't talk, attack, cast spells, or activate magic items. Any objects you were carrying or wearing meld into your new form and are inaccessible, though you continue to be affected by anything you're wearing, such as armor.
|
||||
Source: Mythic Odysseys of Theros p. 197</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Pyxis of Pandemonium</name>
|
||||
<detail>Wondrous item, Cursed item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>A creature that touches this ornate wooden vessel for 1 minute gains the benefits of a short rest. That creature also gains the effects of the bless spell until the creature finishes a short or long rest. The creature can't gain these benefits again until it finishes a long rest.
|
||||
If the vessel is opened, roll on the Pyxis of Pandemonium table to determine what happens. Any spells cast by the vessel have a spell save DC of 17. One minute after the vessel is opened, it disappears. It reappears, sealed, in a random location on the same plane of existence 24 hours later.
|
||||
Curse: Any creature that gains the benefit of a short rest from the vessel hears cloying telepathic whispers emanating from it. That creature must make a DC 17 Wisdom saving throw. On a failed save, the creature is charmed by the vessel for 1 hour. The charmed creature does everything it can to open the vessel as soon as possible. On a successful save, the creature is immune to the vessel's whispers for 24 hours.
|
||||
d8 | Calamity
|
||||
1 | Androphagia. Each creature within 60 feet of the vessel must succeed on a DC 17 Wisdom saving throw or go berserk for 1 minute. The berserk creature must begin its turn using the Attack action to make one melee or ranged attack (its choice) against the creature nearest to it. The berserk creature can repeat the save at the end of its turn, ending the effect on itself on a success.
|
||||
2 | Bile Blight. The vessel casts the harm spell on each creature within 30 feet of it.
|
||||
3 | Flood. The vessel casts the tsunami spell at a point of the DM's choice within 120 feet of it.
|
||||
4 | Medusa's Gaze. The vessel casts the flesh to stone spell on each creature within 30 feet of it.
|
||||
5 | Labyrinth. The vessel casts the maze spell on each creature within 30 feet of it.
|
||||
6 | Nightmare. Tendrils of shadow seep from the vessel and form into 1d4 shadow demon (see the Monster Manual for their stat block), which appear in unoccupied spaces within 30 feet of it and are hostile.
|
||||
7 | Swarming Insects. The vessel casts the insect plague spell, centered on itself and with a radius of 30 feet.
|
||||
8 | Unbridled Revel. The vessel casts the Otto's irresistible dance spell on each creature within 30 feet of it.
|
||||
Source: Mythic Odysseys of Theros p. 197</text>
|
||||
<roll>1d4</roll>
|
||||
</item>
|
||||
<item>
|
||||
<name>Siren Song Lyre</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>You can use an action to play this lyre and cast one of the following spells from it: animal friendship, charm person, enthrall, suggestion. If the spell requires a saving throw, the spell save DC is 13.
|
||||
Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn.
|
||||
Source: Mythic Odysseys of Theros p. 198</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Sling Bullets of Althemone</name>
|
||||
<detail>Ammunition</detail>
|
||||
<type>A</type>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>The sling bullets come in a pouch, which contains 1d4 + 4 bullets. Roll on the Magic Sling Bullets table for each bullet to determine its magical property.
|
||||
You have a +2 bonus to attack and damage rolls made with each of these bullets. If a bullet misses its target, the bullet teleports back into the pouch. Once a bullet hits a target, the bullet loses its magic.
|
||||
Magic Sling Bullets
|
||||
d4 | Bullet
|
||||
1 | Banishment. A creature that takes damage from this bullet must succeed on a DC 15 Charisma saving throw or be banished as though affected by the banishment spell.
|
||||
2 | Fulguration. On a hit, this bullet deals an extra 2d8 lightning damage to its target. All other creatures within 10 feet of the target must each succeed on a DC 15 Constitution saving throw or take 1d8 thunder damage.
|
||||
3 | Stunning. On a hit, this bullet deals an extra 1d10 force damage, and the target is stunned until the end of your next turn.
|
||||
4 | Tracking. A creature that takes damage from this bullet is marked with a glowing rune where the bullet hit. The mark lasts 24 hours. While the creature is marked, you always know the direction to it.
|
||||
Source: Mythic Odysseys of Theros p. 198</text>
|
||||
<roll>1d4+4</roll>
|
||||
<roll>2d8</roll>
|
||||
<roll>1d8</roll>
|
||||
<roll>1d10</roll>
|
||||
</item>
|
||||
<item>
|
||||
<name>Two-Birds Sling</name>
|
||||
<detail>simple Weapon, Ranged Weapon</detail>
|
||||
<type>R</type>
|
||||
<weight></weight>
|
||||
<value>0.1</value>
|
||||
<property>A</property>
|
||||
<dmg1>1d4</dmg1>
|
||||
<dmgType>B</dmgType>
|
||||
<range>30/120</range>
|
||||
<text>You have a +1 bonus to attack and damage rolls made with this weapon.
|
||||
When you make a ranged attack with this sling and hit a target, you can cause the ammunition to ricochet toward a second target within 10 feet of the first, and then make a ranged attack against the second target.
|
||||
Source: Mythic Odysseys of Theros p. 198</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Molten Bronze Skin</name>
|
||||
<detail>Generic Variant</detail>
|
||||
<type>G</type>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>Molten Bronze Skin (Breastplate)
|
||||
Molten Bronze Skin (Half Plate)
|
||||
Molten Bronze Skin (Plate)
|
||||
Source: Mythic Odysseys of Theros p. 197</text>
|
||||
</item>
|
||||
</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>
|
||||
@@ -0,0 +1,43 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<spell>
|
||||
<name>Commune</name>
|
||||
<classes>Paladin (Glory)</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Compulsion</name>
|
||||
<classes>Paladin (Glory)</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Enhance Ability</name>
|
||||
<classes>Paladin (Glory)</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Flame Strike</name>
|
||||
<classes>Paladin (Glory)</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Freedom of Movement</name>
|
||||
<classes>Paladin (Glory)</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Guiding Bolt</name>
|
||||
<classes>Paladin (Glory)</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Haste</name>
|
||||
<classes>Paladin (Glory)</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Heroism</name>
|
||||
<classes>Paladin (Glory)</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Magic Weapon</name>
|
||||
<classes>Paladin (Glory)</classes>
|
||||
</spell>
|
||||
<spell>
|
||||
<name>Protection from Energy</name>
|
||||
<classes>Paladin (Glory)</classes>
|
||||
</spell>
|
||||
</compendium>
|
||||
@@ -1,67 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<!-- Races -->
|
||||
<race>
|
||||
<name>Grung</name>
|
||||
<size>S</size>
|
||||
<speed>25</speed>
|
||||
<ability>Dex 2, Con 1</ability>
|
||||
<spellAbility></spellAbility>
|
||||
<proficiency>Perception</proficiency>
|
||||
<trait>
|
||||
<name>Natural Climber</name>
|
||||
<text>You have a climb speed of 25 feet.</text>
|
||||
<text> </text>
|
||||
<text>Source: One Grung Above, p. 4</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Arboreal Alertness</name>
|
||||
<text>You have proficiency in the Perception skill.</text>
|
||||
<text> </text>
|
||||
<text>Source: One Grung Above, p. 4</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Amphibious</name>
|
||||
<text>You can breathe air and water.</text>
|
||||
<text> </text>
|
||||
<text>Source: One Grung Above, p. 4</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Poison Immunity</name>
|
||||
<text>You're immune to poison damage and the poisoned condition.</text>
|
||||
<text> </text>
|
||||
<text>Source: One Grung Above, p. 4</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. </text>
|
||||
<text> 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>
|
||||
<text> </text>
|
||||
<text>Poisoned:</text>
|
||||
<text>• A poisoned creature has disadvantage on attack rolls and ability checks.</text>
|
||||
<text> </text>
|
||||
<text>Source: One Grung Above, p. 4</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>
|
||||
<text> </text>
|
||||
<text>Source: One Grung Above, p. 4</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>
|
||||
<text> </text>
|
||||
<text>Source: One Grung Above, p. 4</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Languages</name>
|
||||
<text>You can speak, read, and write Grung.</text>
|
||||
<text> </text>
|
||||
<text>Source: One Grung Above, p. 4</text>
|
||||
</trait>
|
||||
</race>
|
||||
|
||||
<!-- Monsters -->
|
||||
|
||||
</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>
|
||||
240
FightClub5eXML/Sources/OutOfTheAbyss/items-oota.xml
Normal file
240
FightClub5eXML/Sources/OutOfTheAbyss/items-oota.xml
Normal file
@@ -0,0 +1,240 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<item>
|
||||
<name>Dawnbringer</name>
|
||||
<detail>Melee Weapon</detail>
|
||||
<type>M</type>
|
||||
<weight>3</weight>
|
||||
<property>F,V</property>
|
||||
<dmg1>1d8</dmg1>
|
||||
<dmg2>1d10</dmg2>
|
||||
<dmgType>R</dmgType>
|
||||
<text>Lost for ages in the Underdark, Dawnbringer appears to be a gilded longsword hilt. While grasping the hilt, you can use a bonus action to make a blade of pure radiance spring from the hilt, or cause the blade to disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortsword or longsword, you are proficient with Dawnbringer.
|
||||
You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage.
|
||||
The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.
|
||||
While holding the weapon, you can use an action to touch a creature with the blade and cast lesser restoration on that creature. Once used, this ability can't be used again until the next dawn.
|
||||
Sentience: Dawnbringer is a sentient neutral good weapon with an Intelligence of 12, a Wisdom of 15, and a Charisma of 14. It has hearing and darkvision out to a range of 120 feet.
|
||||
The sword can speak, read, and understand Common, and it can communicate with its wielder telepathically. Its voice is kind and feminine. It knows every language you know while attuned to it.
|
||||
Personality: Forged by ancient sun worshippers, Dawnbringer is meant to bring light into darkness and to fight creatures of darkness. It is kind and compassionate to those in need, but fierce and destructive to its enemies.
|
||||
Long years lost in darkness have made Dawnbringer frightened of both the dark and abandonment. It prefers that its blade always be present and shedding light in areas of darkness, and it strongly resists being parted from its wielder for any length of time.
|
||||
Source: Out of the Abyss p. 222</text>
|
||||
<roll>1d8</roll>
|
||||
</item>
|
||||
<item>
|
||||
<name>Gravenhollow Compass Ring</name>
|
||||
<detail>Other</detail>
|
||||
<type>G</type>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>This gold ring is fitted with a star ruby worth 1,000 gp. A detect magic spell reveals that the gem radiates a faint aura of divination magic. The gem's star-shaped core is a magical compass that guides the ring's wearer along the safest, shortest route to Gravenhollow.
|
||||
Source: Out of the Abyss p. 141</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Piwafwi (Cloak of Elvenkind)</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>This dark spider-silk cloak is made by drow. It is a cloak of elvenkind. It loses its magic if exposed to sunlight for 1 hour without interruption.
|
||||
While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage. and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action.
|
||||
Source: Out of the Abyss p. 222</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Piwafwi of Fire Resistance</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>This dark spider-silk cloak is made by drow. It is a cloak of elvenkind. It also grants resistance to fire damage while you wear it. It loses its magic if exposed to sunlight for 1 hour without interruption.
|
||||
While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage. and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action.
|
||||
Source: Out of the Abyss p. 222</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Spell Gem (Amber)</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>An amber spell gem can contain one spell from any class's spell list. You become aware of the spell when you learn the gem's properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class's spell list. Doing so doesn't require any components, and doesn't require attunement. The spell then disappears from the gem.
|
||||
An amber spell gem can store up to 4th level spells. Spells cast from the spell gem have a save DC of 15 and an attack bonus of +9.
|
||||
You can imbue the gem with a spell if you're attuned to it and it's empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell's level must be no higher than the gem's maximum. If the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal.
|
||||
Once imbued with a spell, the gem can't be imbued again until the next dawn.
|
||||
Deep gnomes created these magic gemstones and keep the creation process a secret.
|
||||
Source: Out of the Abyss p. 223, Infernal Machine Rebuild p. 95</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Spell Gem (Bloodstone)</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>A bloodstone spell gem can contain one spell from any class's spell list. You become aware of the spell when you learn the gem's properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class's spell list. Doing so doesn't require any components, and doesn't require attunement. The spell then disappears from the gem.
|
||||
A bloodstone spell gem can store up to 3rd level spells. Spells cast from the spell gem have a save DC of 15 and an attack bonus of +7.
|
||||
You can imbue the gem with a spell if you're attuned to it and it's empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell's level must be no higher than the gem's maximum. If the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal.
|
||||
Once imbued with a spell, the gem can't be imbued again until the next dawn.
|
||||
Deep gnomes created these magic gemstones and keep the creation process a secret.
|
||||
Source: Out of the Abyss p. 223, Infernal Machine Rebuild p. 95</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Spell Gem (Diamond)</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>A diamond spell gem can contain one spell from any class's spell list. You become aware of the spell when you learn the gem's properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class's spell list. Doing so doesn't require any components, and doesn't require attunement. The spell then disappears from the gem.
|
||||
A diamond spell gem can store up to 9th level spells. Spells cast from the spell gem have a save DC of 19 and an attack bonus of +11.
|
||||
You can imbue the gem with a spell if you're attuned to it and it's empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell's level must be no higher than the gem's maximum. If the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal.
|
||||
Once imbued with a spell, the gem can't be imbued again until the next dawn.
|
||||
Deep gnomes created these magic gemstones and keep the creation process a secret.
|
||||
Source: Out of the Abyss p. 223, Infernal Machine Rebuild p. 95</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Spell Gem (Jade)</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>A jade spell gem can contain one spell from any class's spell list. You become aware of the spell when you learn the gem's properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class's spell list. Doing so doesn't require any components, and doesn't require attunement. The spell then disappears from the gem.
|
||||
A jade spell gem can store up to 5th level spells. Spells cast from the spell gem have a save DC of 17 and an attack bonus of +9.
|
||||
You can imbue the gem with a spell if you're attuned to it and it's empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell's level must be no higher than the gem's maximum. If the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal.
|
||||
Once imbued with a spell, the gem can't be imbued again until the next dawn.
|
||||
Deep gnomes created these magic gemstones and keep the creation process a secret.
|
||||
Source: Out of the Abyss p. 223, Infernal Machine Rebuild p. 95</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Spell Gem (Lapis lazuli)</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>A lapis lazuli spell gem can contain one spell from any class's spell list. You become aware of the spell when you learn the gem's properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class's spell list. Doing so doesn't require any components, and doesn't require attunement. The spell then disappears from the gem.
|
||||
A lapis lazuli spell gem can store up to 1st level spells. Spells cast from the spell gem have a save DC of 13 and an attack bonus of +5.
|
||||
You can imbue the gem with a spell if you're attuned to it and it's empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell's level must be no higher than the gem's maximum. If the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal.
|
||||
Once imbued with a spell, the gem can't be imbued again until the next dawn.
|
||||
Deep gnomes created these magic gemstones and keep the creation process a secret.
|
||||
Source: Out of the Abyss p. 223, Infernal Machine Rebuild p. 95</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Spell Gem (Obsidian)</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>An obsidian spell gem can contain one cantrip from any class's spell list. You become aware of the spell when you learn the gem's properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class's spell list. Doing so doesn't require any components, and doesn't require attunement. The spell then disappears from the gem.
|
||||
An obsidian spell gem can only store cantrips. Cantrips cast from the spell gem have a save DC of 13 and an attack bonus of +5.
|
||||
You can imbue the gem with a spell if you're attuned to it and it's empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell's level must be no higher than the gem's maximum. If the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal.
|
||||
Once imbued with a spell, the gem can't be imbued again until the next dawn.
|
||||
Deep gnomes created these magic gemstones and keep the creation process a secret.
|
||||
Source: Out of the Abyss p. 223, Infernal Machine Rebuild p. 95</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Spell Gem (Quartz)</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>A quartz spell gem can contain one spell from any class's spell list. You become aware of the spell when you learn the gem's properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class's spell list. Doing so doesn't require any components, and doesn't require attunement. The spell then disappears from the gem.
|
||||
A quartz spell gem can store up to 2nd level spells. Spells cast from the spell gem have a save DC of 13 and an attack bonus of +5.
|
||||
You can imbue the gem with a spell if you're attuned to it and it's empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell's level must be no higher than the gem's maximum. If the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal.
|
||||
Once imbued with a spell, the gem can't be imbued again until the next dawn.
|
||||
Deep gnomes created these magic gemstones and keep the creation process a secret.
|
||||
Source: Out of the Abyss p. 223, Infernal Machine Rebuild p. 95</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Spell Gem (Ruby)</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>A ruby spell gem can contain one spell from any class's spell list. You become aware of the spell when you learn the gem's properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class's spell list. Doing so doesn't require any components, and doesn't require attunement. The spell then disappears from the gem.
|
||||
A ruby spell gem can store up to 8th level spells. Spells cast from the spell gem have a save DC of 18 and an attack bonus of +10.
|
||||
You can imbue the gem with a spell if you're attuned to it and it's empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell's level must be no higher than the gem's maximum. If the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal.
|
||||
Once imbued with a spell, the gem can't be imbued again until the next dawn.
|
||||
Deep gnomes created these magic gemstones and keep the creation process a secret.
|
||||
Source: Out of the Abyss p. 223, Infernal Machine Rebuild p. 95</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Spell Gem (Star ruby)</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>A star ruby spell gem can contain one spell from any class's spell list. You become aware of the spell when you learn the gem's properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class's spell list. Doing so doesn't require any components, and doesn't require attunement. The spell then disappears from the gem.
|
||||
A star ruby spell gem can store up to 7th level spells. Spells cast from the spell gem have a save DC of 18 and an attack bonus of +10.
|
||||
You can imbue the gem with a spell if you're attuned to it and it's empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell's level must be no higher than the gem's maximum. If the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal.
|
||||
Once imbued with a spell, the gem can't be imbued again until the next dawn.
|
||||
Deep gnomes created these magic gemstones and keep the creation process a secret.
|
||||
Source: Out of the Abyss p. 223, Infernal Machine Rebuild p. 95</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Spell Gem (Topaz)</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>A topaz spell gem can contain one spell from any class's spell list. You become aware of the spell when you learn the gem's properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class's spell list. Doing so doesn't require any components, and doesn't require attunement. The spell then disappears from the gem.
|
||||
A topaz spell gem can store up to 6th level spells. Spells cast from the spell gem have a save DC of 17 and an attack bonus of +10.
|
||||
You can imbue the gem with a spell if you're attuned to it and it's empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell's level must be no higher than the gem's maximum. If the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal.
|
||||
Once imbued with a spell, the gem can't be imbued again until the next dawn.
|
||||
Deep gnomes created these magic gemstones and keep the creation process a secret.
|
||||
Source: Out of the Abyss p. 223, Infernal Machine Rebuild p. 95</text>
|
||||
</item>
|
||||
<item>
|
||||
<name>Stonespeaker Crystal</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>Created by the stone giant librarians of Gravenhollow, this nineteen-inch-long shard of quartz grants you advantage on Intelligence (Investigation) checks while it is on your person.
|
||||
The crystal has 10 charges. While holding it, you can use an action to expend some of its charges to cast one of the following spells from it: speak with animals (2 charges), speak with dead (4 charges), or speak with plants (3 charges).
|
||||
When you cast a divination spell, you can use the crystal in place of one material component that would normally be consumed by the spell, at a cost of 1 charge per level of the spell. The crystal is not consumed when used in this way.
|
||||
The crystal regains 1d6 + 4 expended charges daily at dawn. If you expend the crystal's last charge, roll a d20. On a 1, the crystal vanishes, lost forever.
|
||||
Source: Out of the Abyss p. 223</text>
|
||||
<roll>1d6+4</roll>
|
||||
</item>
|
||||
<item>
|
||||
<name>Wand of Viscid Globs</name>
|
||||
<detail></detail>
|
||||
<type>WD</type>
|
||||
<weight>1</weight>
|
||||
<property></property>
|
||||
<text>Crafted by the drow, this slim black wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a small glob of viscous material to launch from the tip at one creature within 60 feet of you. Make a ranged attack roll against the target, with a bonus equal to your spellcasting modifier (or your Intelligence modifier, if you don't have a spellcasting modifier) plus your proficiency bonus. On a hit, the glob expands and dries on the target, which is restrained for 1 hour. After that time, the viscous material cracks and falls away.
|
||||
Applying a pint or more of alcohol to the restrained creature dissolves the glob instantly, as does the application of oil of etherealness or universal solvent. The glob also dissolves instantly if exposed to sunlight. No other nonmagical process can remove the viscous material until it deteriorates on its own.
|
||||
The wand regains 1d6 + 1 expended charges daily at midnight. If you expend the wands last charge, roll a d20. On a 1, the wand melts into harmless slime and is destroyed.
|
||||
A wand of viscous globs is destroyed if exposed to sunlight for 1 hour without interruption.
|
||||
Source: Out of the Abyss p. 223</text>
|
||||
<roll>1d6+1</roll>
|
||||
</item>
|
||||
<item>
|
||||
<name>Spell Gem</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
|
||||
<weight></weight>
|
||||
<property></property>
|
||||
<text>Spell Gem (Amber)
|
||||
Spell Gem (Bloodstone)
|
||||
Spell Gem (Diamond)
|
||||
Spell Gem (Jade)
|
||||
Spell Gem (Lapis lazuli)
|
||||
Spell Gem (Obsidian)
|
||||
Spell Gem (Quartz)
|
||||
Spell Gem (Ruby)
|
||||
Spell Gem (Star ruby)
|
||||
Spell Gem (Topaz)
|
||||
Source: Out of the Abyss p. 223, Infernal Machine Rebuild p. 95</text>
|
||||
</item>
|
||||
</compendium>
|
||||
145
FightClub5eXML/Sources/PlaneShift/backgrounds-ps-a.xml
Normal file
145
FightClub5eXML/Sources/PlaneShift/backgrounds-ps-a.xml
Normal file
@@ -0,0 +1,145 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<compendium version="5" auto_indent="NO">
|
||||
<background>
|
||||
<name>Dissenter</name>
|
||||
<proficiency>Athletics, Intimidation, History, Religion</proficiency>
|
||||
<trait>
|
||||
<name>Description</name>
|
||||
<text>Even in the carefully constructed and curated city-state of Naktamun, and in the presence of the five gods, some people rebel against the doctrines of the God-Pharaoh. They don't challenge the existence of the gods, of course, for those gods are visible nearly every day in the streets of the city. Nor do they question the fact of life after death, which is plain to see in the anointed mummies that surround them, as well as the marauding mummies outside the Hekma. Rather, these dissenters simply refuse to follow the ordained course of life that leads to the glorious afterlife.
|
||||
Some dissenters are spurred by fear, not wanting to subject themselves to a violent death in the trials (or in training for the trials). Some are moved by conscience, unwilling to kill their crop-mates in the trials. For while they cannot deny that the gods exist, they can deny that the gods are just—and can fight to prove that the dictates of an unjust god need not be obeyed. Some believe that one god (probably Bontu) has corrupted the process of the trials and the path to the afterlife. Others correctly intuit that the God-Pharaoh did not actually have the people's best interests in mind when he ordered their society.
|
||||
A character who is identified as a dissenter loses the benefit of the initiate's or vizier's background feature. In its place, the character gains the Shelter of Dissenters feature.
|
||||
Source: Plane Shift: Amonkhet p. 11</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Overview</name>
|
||||
<text>Even in the carefully constructed and curated city-state of Naktamun, and in the presence of the five gods, some people rebel against the doctrines of the God-Pharaoh. They don't challenge the existence of the gods, of course, for those gods are visible nearly every day in the streets of the city. Nor do they question the fact of life after death, which is plain to see in the anointed mummies that surround them, as well as the marauding mummies outside the Hekma. Rather, these dissenters simply refuse to follow the ordained course of life that leads to the glorious afterlife.
|
||||
Some dissenters are spurred by fear, not wanting to subject themselves to a violent death in the trials (or in training for the trials). Some are moved by conscience, unwilling to kill their crop-mates in the trials. For while they cannot deny that the gods exist, they can deny that the gods are just—and can fight to prove that the dictates of an unjust god need not be obeyed. Some believe that one god (probably Bontu) has corrupted the process of the trials and the path to the afterlife. Others correctly intuit that the God-Pharaoh did not actually have the people's best interests in mind when he ordered their society.
|
||||
A character who is identified as a dissenter loses the benefit of the initiate's or vizier's background feature. In its place, the character gains the following feature:
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Feature: Shelter of Dissenters</name>
|
||||
<text>If they wish to have any hope of survival, whether hiding within the city or cast out into the desert, dissenters must help each other. You can find a place to hide, rest, or recuperate among other dissenters. They will help shield you from those who hunt you, possibly even risking their lives for you.
|
||||
</text>
|
||||
</trait>
|
||||
</background>
|
||||
<background>
|
||||
<name>Initiate</name>
|
||||
<proficiency>Athletics, Intimidation</proficiency>
|
||||
<trait>
|
||||
<name>Description</name>
|
||||
<text>You are an initiate, on the path to completing the trials of the five gods in the hope of earning a glorified death in the final Trial of Zeal. Some combination of your natural aptitude, your crop's needs, and your teachers' assessment while you were an acolyte led you to focus your training in one particular area of specialization—hand-to-hand combat, long-range combat, or spellcasting. But only a well-rounded initiate can be called truly worthy of the afterlife.
|
||||
If you are a hand-to-hand specialist, consider the barbarian, fighter, monk, paladin, or rogue classes. As a long-range combat specialist, you might be a fighter, a ranger, or a rogue. If you are a spellcasting specialist, you might be a bard, sorcerer, or wizard. And beyond this initial choice, you might consider multiclassing or using feats to round out your skills in all three areas.
|
||||
• Skill Proficiencies: Athletics, Intimidation
|
||||
• Tool Proficiencies: One type of gaming set, vehicles (land)
|
||||
• Equipment: A simple puzzle box, a scroll containing the basic teachings of the five gods, a gaming set, a set of common clothes, and a belt pouch containing 15 gp. If you have completed any trials before the start of the campaign, you also have any cartouches you have earned
|
||||
Source: Plane Shift: Amonkhet p. 8</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Feature: Trials of the Five Gods</name>
|
||||
<text>Your life is oriented around your participation in the five trials that will determine your worthiness in the afterlife. While you prepare for and undergo those trials, you have constant access to training. A comfortable place to live and regular meals are provided to you by servitor mummies (the anointed) under the supervision of viziers. You can enjoy these benefits only as long as you obey the societal norms of Naktamun—training for the trials (with or without your crop), obeying the orders of the gods, and following the instructions of their viziers. If you violate these norms, you risk being treated as a dissenter. See "Trials of the Five Gods" for more information about undertaking the trials and their rewards.
|
||||
The five gods are the effective rulers of Amonkhet. They are not the creators of the plane, but they are its stewards while the people of Naktamun await the return of the God-Pharaoh. The five gods believe they were created by the God-Pharaoh, who charged them with teaching the people the ways of the God-Pharaoh, and with protecting them until he comes.
|
||||
The five gods embody the five virtues the God-Pharaoh wishes to cultivate in those who will become his Eternals in the afterlife. Each god is responsible for modeling and teaching one of those virtues to the acolytes and initiates of Naktamun, and then testing those initiates to ensure that they have mastered their teachings. Thus, they are present during the acolytes' first lessons, during the Ceremony of Measuring, during the initiates' intense training, and at each of the trials that are part of an initiate's journey.
|
||||
In the absence of the God-Pharaoh, only the gods can determine whether initiates have proven themselves worthy of the glory of the afterlife. The gods in turn prove their own worthiness by executing their duties infallibly. They make the trials as challenging as possible to ensure that only the most worthy are selected.
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Suggested Characteristics</name>
|
||||
<text>An initiate's life is focused on the trials, but it doesn't need to be all about the trials. Though some initiates are highly focused on their training, most undergo that training while also experiencing joy, sorrow, love, loss, anger, jealousy, hope, faith, delight—the whole range of mortal emotions and experience. The afterlife might be a constant presence in every initiate's mind, but it is the culmination of a life well-lived—not a replacement for it.
|
||||
d8 | Personality Trait
|
||||
1 | I always have a joke on hand when the mood gets too serious.
|
||||
2 | I use sarcasm and insults to keep a distance between myself and my crop-mates, because I don't want to get attached to them.
|
||||
3 | I'll settle for nothing less than perfection—in myself, in my cropmates, in everything.
|
||||
4 | I'm so focused on the glorious afterlife that nothing in this life can shake my calm resolve.
|
||||
5 | I enjoy using my skills to help those who lack those same skills.
|
||||
6 | I train hard so that I can play hard at the end of the day. I fully expect to play even harder in the glorious afterlife, but I'm not in a hurry to get there.
|
||||
7 | I'm perfectly happy letting others pick up the slack for me while I take it easy.
|
||||
8 | I'm constantly sizing up everyone around me, thinking about what kind of opponent they'll be in the final trial.
|
||||
|
||||
d6 | Ideal
|
||||
1 | Solidarity. The thing that matters most of all is that we're there for each other. (Lawful)
|
||||
2 | Knowledge. The world is a puzzle—a mystery waiting to be solved. (Neutral)
|
||||
3 | Strength. All that matters to me is my own perfection. Let everyone else seek that perfection in their own way. (Any)
|
||||
4 | Ambition. I'm going to prove that I deserve only the best—of everything. (Evil)
|
||||
5 | Zeal. Anything worth doing is worth throwing my whole self into. (Any)
|
||||
6 | Redemption. I will train all the harder to make up for the doubt I entertained when I was younger. (Any)
|
||||
|
||||
d6 | Bond
|
||||
1 | One of my crop-mates is my dearest friend, and I hope we will face each other in the final trial.
|
||||
2 | I am in love with a vizier.
|
||||
3 | I am particularly drawn to one of the five gods, and I want nothing more than to win that god's particular favor.
|
||||
4 | I am more devoted to Naktamun and its people than I am to any of the ideals of the gods.
|
||||
5 | My weapon was a gift from a beloved trainer who died in an accident.
|
||||
6 | I carry a memento of my time as an acolyte, and I treasure it above all other things.
|
||||
|
||||
d6 | Flaw
|
||||
1 | I'm easily distracted by an attractive person, which could be the death of me in the trials.
|
||||
2 | I really wanted to be a vizier, and I'm angry at the god who didn't choose me.
|
||||
3 | Training for a lifetime to die in the end seems like a big waste of energy.
|
||||
4 | I'm not at all sure I'll be able to grant a glorified death to any of my crop-mates.
|
||||
5 | I have a lasting grudge against one of my crop-mates, and each of us wants to see the other fail.
|
||||
6 | I think I've figured out that this world is not what it seems. Something dark is going on here.
|
||||
|
||||
</text>
|
||||
</trait>
|
||||
</background>
|
||||
<background>
|
||||
<name>Vizier</name>
|
||||
<proficiency>History, Religion</proficiency>
|
||||
<trait>
|
||||
<name>Description</name>
|
||||
<text>You are a vizier, a servant of your god. You perform tasks that are essential to facilitating the initiates' journey, so the gods reward you with entry into the afterlife with the God-Pharaoh's blessing. You hope to achieve the most honored status in the afterlife by being the best possible servant to your god.
|
||||
As a vizier, you can have any class, but you are especially likely to be a cleric, a druid (particularly if you serve Rhonas), or a paladin.
|
||||
• Skill Proficiencies: History, Religion
|
||||
• Tool Proficiencies: One type of artisan's tools, one type of musical instrument
|
||||
• Equipment: A set of artisan's tools or a musical instrument (one of your choice), a scroll of your god's teachings, a vizier's cartouche, a set of fine clothes, and a pouch containing 25 gp
|
||||
Source: Plane Shift: Amonkhet p. 10</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Feature: Voice of Authority</name>
|
||||
<text>Your voice is the voice of your god, at least in theory. Your job might include training and instructing initiates, and they are required to obey you. In any circumstance, an initiate is expected to defer to your voice and obey your commands. If you abuse this authority, though, your god might personally punish you.
|
||||
</text>
|
||||
</trait>
|
||||
<trait>
|
||||
<name>Suggested Characteristics</name>
|
||||
<text>A vizier's characteristics strongly reflect the ideals and personality of the god they serve.
|
||||
d10 | Personality Trait
|
||||
1 | Everything I do, I do gracefully and deliberately, and with complete confidence. (Oketra)
|
||||
2 | Nothing can shake my rock-hard focus. (Oketra)
|
||||
3 | When I am at peace, I am an oasis of perfect calm in the world. When I am roused to anger, I am an embodiment of terror. (Kefnet)
|
||||
4 | I enjoy teasing acolytes and initiates with juicy tidbits of knowledge wrapped up in fiendishly difficult puzzles. (Kefnet)
|
||||
5 | I have the utmost faith in myself and my abilities. (Rhonas)
|
||||
6 | I get restless when life in the city feels too tame, too safe. (Rhonas)
|
||||
7 | I enjoy solitude as an opportunity to plan my victory. (Bontu)
|
||||
8 | I use satire as a way to undermine the teachings of the other gods. (Bontu)
|
||||
9 | I love, fight, and feast with equal zeal. (Hazoret)
|
||||
10 | I think of those in my care as my family, in a way that most people have trouble understanding. (Hazoret)
|
||||
|
||||
d6 | Ideal
|
||||
1 | Solidarity. The worthy must respect the worthy. In the afterlife, all will be united in goal and action. (Oketra)
|
||||
2 | Knowledge. The worthy shall cultivate a nimble mind, so as to perceive the wonders beyond imagination that wait in the afterlife. (Kefnet)
|
||||
3 | Strength. The worthy shall hone a strong body that can withstand the boundless energies of the afterlife. (Rhonas)
|
||||
4 | Ambition. The worthy shall strive for greatness, for supremacy in life leads to supremacy in the afterlife. (Bontu)
|
||||
5 | Zeal. The worthy shall rush to the God-Pharaoh's side with relentless passion, rising to overcome every obstacle in their way. (Hazoret)
|
||||
6 | Naktamun. The life of the city is ordered according to the plan of the God-Pharaoh, and that order must be preserved at all costs.
|
||||
|
||||
d6 | Bond
|
||||
1 | My loyalty to my companions embodies the ideal of loyalty to my god. (Oketra)
|
||||
2 | The teachings of my god are more precious to me than any possession. (Kefnet)
|
||||
3 | I would do anything to defend the temple of my god from any harm or desecration. (Rhonas)
|
||||
4 | I am committed to the service of my god—because it's my sure ticket into the afterlife. (Bontu)
|
||||
5 | I love my god and never want my service to end. (Hazoret)
|
||||
6 | I have a close friend or lover who is also a vizier.
|
||||
|
||||
d6 | Flaw
|
||||
1 | I am in love with an initiate, and I want to shield this person from death in the trials.
|
||||
2 | I secretly wish I had not been chosen as a vizier, so I could participate in the trials as an initiate.
|
||||
3 | I secretly question whether the gods care at all about us or what we do.
|
||||
4 | A vizier of another god seeks my death in retribution for a past insult.
|
||||
5 | I am terrified of what lies beyond the Gate to the Afterlife.
|
||||
6 | I secretly believe the God-Pharaoh's return will not bring blessing to this world.
|
||||
|
||||
</text>
|
||||
</trait>
|
||||
</background>
|
||||
</compendium>
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user