Update root-level README and reorganize sources
In an effort to mitigate questions from new, inexperienced users on how to import data into Fight Club 5e, I rewrote and reorganized the root-level README file to include detailed instructions on how to compile their own compendiums using the sources found within this repository. Some existing data, such as how to create your own collection file, was moved into other READMEs under the Collections and Sources directories. I also took some liberty in reorganizing the directory structure of this repository and renamed some of the top-level directories. In my view, having sources under the "FightClub5eXML" folder didn't make a lot of sense, so I moved those sources into the top-level "Sources" folder. I made sure to update all of the collection files, along with the "travis.yml" config file, to properly point to the correct folders. Finally, while updating the "travis.yml" config file, I changed the output folder of those build compendiums to be under a top-level "Compendiums" folder. This folder is ignored by git.
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61
Sources/DivineContention/bestiary-dc.xml
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61
Sources/DivineContention/bestiary-dc.xml
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<?xml version='1.0' encoding='utf-8'?>
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<compendium version="5" auto_indent="NO">
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<monster>
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<name>Ebondeath</name>
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<size>M</size>
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<type>undead</type>
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<alignment>Any alignment</alignment>
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<ac>15</ac>
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<hp>225 (10d8)</hp>
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<speed>walk 0 ft., fly 40 ft.</speed>
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<str>7</str>
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<dex>13</dex>
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<con>10</con>
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<int>10</int>
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<wis>12</wis>
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<cha>17</cha>
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<save></save>
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<skill></skill>
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<passive>11</passive>
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<languages>Any languages it knew in life</languages>
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<cr>4</cr>
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<resist>acid, fire, lightning, thunder; bludgeoning, piercing, slashing from nonmagical attacks</resist>
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<immune>cold, necrotic, poison</immune>
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<vulnerable></vulnerable>
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<conditionImmune>charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained</conditionImmune>
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<senses>darkvision 60 ft.</senses>
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<trait>
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<name>Ethereal Sight</name>
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<text>Ebondeath can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.</text>
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</trait>
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<trait>
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<name>Incorporeal Movement</name>
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<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>
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</trait>
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<trait>
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<name>Legendary Resistance (3/Day)</name>
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<text>If the dragon fails a saving throw, it can choose to succeed instead.</text>
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</trait>
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<action>
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<name>Withering Touch</name>
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<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 17 (4d6 + 3) necrotic damage.</text>
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<attack>Withering Touch|+5|4d6+3</attack>
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</action>
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<action>
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<name>Etherealness</name>
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<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>
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</action>
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<action>
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<name>Horrifying Visage</name>
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<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 x 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>
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</action>
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<action>
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<name>Possession (Recharge 6)</name>
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<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>
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<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>
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</action>
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<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.
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Source: Essentials Kit: Divine Contention</description>
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<environment></environment>
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</monster>
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</compendium>
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32
Sources/DivineContention/items-dc.xml
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32
Sources/DivineContention/items-dc.xml
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<?xml version='1.0' encoding='utf-8'?>
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<compendium version="5" auto_indent="NO">
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<item>
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<name>Gnomengarde Grenade</name>
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<detail>Wondrous item</detail>
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<type>W</type>
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<magic>1</magic>
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<weight></weight>
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<property></property>
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<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.
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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:
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• 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.
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• 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.
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• 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.
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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.
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Source: Essentials Kit: Divine Contention</text>
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<roll>8d6</roll>
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</item>
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<item>
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<name>Ruinstone</name>
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<detail>Wondrous item</detail>
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<type>W</type>
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<magic>1</magic>
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<weight></weight>
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<property></property>
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<text>A fiery red crystal the size of a human palm.
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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).
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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.
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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.
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Source: Essentials Kit: Divine Contention</text>
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</item>
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</compendium>
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