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.
This commit is contained in:
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Sources/EberronRisingFromTheLastWar/backgrounds-erlw.xml
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Sources/EberronRisingFromTheLastWar/backgrounds-erlw.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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<background>
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<name>House Agent</name>
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<proficiency>Investigation, Persuasion</proficiency>
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<trait>
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<name>Description</name>
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<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.
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• Skill Proficiencies: Investigation, Persuasion
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• Tool Proficiency: Two proficiencies from the House Tool Proficiencies table
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• Equipment: A set of fine clothes, house signet ring, identification papers, and a purse containing 20 gp.
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House Tool Proficiencies
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Your House | Proficiencies
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Cannith | Alchemist's supplies and tinker's tools
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Deneith | One gaming set and vehicles (land)
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Ghallanda | Brewer's supplies and cook's utensils
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Jorasco | Alchemist's supplies and herbalism kit
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Kundarak | Thieves' tools and tinker's tools
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Lyrandar | Navigator's tools and vehicles (sea and air)
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Medani | Disguise kit and thieves' tools
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Orien | One gaming set and vehicles (land)
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Phiarlan | Disguise kit and one musical instrument
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Sivis | Calligrapher's supplies and forgery kit
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Tharashk | One gaming set and thieves' tools
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Thuranni | One musical instrument and poisoner's kit
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Vadalis | herbalism kit and vehicles (land)
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Source: Eberron: Rising from the Last War p. 53, Wayfinder's Guide to Eberron p. 94</text>
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</trait>
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<trait>
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<name>Role</name>
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<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.
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House Agent Role
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d8 | Role
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1 | Acquisition
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2 | Investigation
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3 | Research & Development
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4 | Security
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5 | Intimidation
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6 | Exploration
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7 | Negotiation
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8 | Covert Operations
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</text>
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</trait>
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<trait>
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<name>Feature: House Connections</name>
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<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.
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</text>
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</trait>
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<trait>
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<name>Suggested Characteristics</name>
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<text>House agents are diverse. Consider the house you serve and the work you do when choosing characteristics.
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Personality Traits
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d6 | Personality Trait
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1 | I'm always looking to improve efficiency.
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2 | I love to share trivia about my house's business.
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3 | I never forget an insult against me or my house.
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4 | I'm enthusiastic about everything my house does.
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5 | I represent my house and take pride in my looks.
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6 | I'm critical of monarchies and limits on the houses.
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Ideals
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d6 | Ideal
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1 | Common Good. My house serves a vital function, and its prosperity will help everyone. (Good)
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2 | Tradition. I uphold traditions of my house and bring honor to my family. (Lawful)
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3 | Innovation. Abandon old traditions and find better ways to do things. (Chaotic)
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4 | Power. I want to ensure the prosperity of my house and wield its power myself. (Evil)
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5 | Discovery. I want to learn all I can, both for my house and for my own curiosity. (Any)
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6 | Comfort. I want to ensure that me and mine enjoy the best things in life. (Any)
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Bonds
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d6 | Bond
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1 | My house is my family. I would do anything for it.
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2 | I love someone from another house, but the relationship is forbidden.
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3 | Someone I love was killed by a rival faction within my house, and I will have revenge.
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4 | I don't care about the house as a whole, but I would do anything for my old mentor.
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5 | My house must evolve, and I'll lead the evolution.
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6 | I'm determined to impress the leaders of my house, and to become a leader myself.
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||||
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Flaws
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d6 | Flaw
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1 | I'm fixated on following official protocols.
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2 | I'm obsessed with conspiracy theories and worried about secret societies and hidden demons.
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3 | My house and bloodline make me the best!
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4 | My secret could get me expelled from my house.
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5 | My religious beliefs aren't widespread in my house.
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6 | I'm working for a hidden faction in my house that gives me secret assignments.
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||||
|
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</text>
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</trait>
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</background>
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</compendium>
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Sources/EberronRisingFromTheLastWar/bestiary-erlw.xml
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2680
Sources/EberronRisingFromTheLastWar/bestiary-erlw.xml
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33
Sources/EberronRisingFromTheLastWar/feats-erlw.xml
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Sources/EberronRisingFromTheLastWar/feats-erlw.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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<feat>
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<name>Aberrant Dragonmark</name>
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<prerequisite></prerequisite>
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<text>You have manifested an aberrant dragonmark. Determine its appearance and the flaw associated with it. You gain the following benefits:
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• 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.
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• 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.
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You also develop a random flaw from the Aberrant Dragonmark Flaws table.
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Aberrant Dragonmark Flaws
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d8 | Flaw
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1 | Your mark is a source of constant physical pain.
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2 | Your mark whispers to you. Its meaning can be unclear.
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3 | When you're stressed, the mark hisses audibly.
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4 | The skin around the mark is burned, scaly, or withered.
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5 | Animals are uneasy around you.
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6 | You have a mood swing any time you use your mark.
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7 | Your looks change slightly whenever you use the mark.
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8 | You have horrific nightmares after you use your mark.
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||||
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Source: Eberron: Rising from the Last War p. 52, Wayfinder's Guide to Eberron p. 112</text>
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<modifier category="ability score">Constitution +1</modifier>
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</feat>
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<feat>
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||||
<name>Revenant Blade</name>
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<prerequisite>Elf</prerequisite>
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<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:
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• Increase your Strength or Dexterity score by 1, to a maximum of 20
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• While you are holding a double-bladed scimitar with two hands, you gain a +1 bonus to Armor Class.
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• A double-bladed scimitar has the finesse property when you wield it.
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Source: Eberron: Rising from the Last War p. 22, Wayfinder's Guide to Eberron p. 74</text>
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</feat>
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</compendium>
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349
Sources/EberronRisingFromTheLastWar/items-erlw.xml
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Sources/EberronRisingFromTheLastWar/items-erlw.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>Arcane Propulsion Arm</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>T</property>
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<dmg1>1d8</dmg1>
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<dmgType>FC</dmgType>
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<range>20/60</range>
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<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.
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While attached, the prosthetic provides these benefits:
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• The prosthetic is a fully capable part of your body.
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• 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.
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• 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.
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Source: Eberron: Rising from the Last War p. 276</text>
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<roll>1d8</roll>
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</item>
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<item>
|
||||
<name>Belashyrra's Beholder Crown</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 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.
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While wearing the crown, you can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
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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).
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The crown regains 1d6 + 3 expended charges daily at dawn.
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||||
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.
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The daelkyr Belashyrra made these crowns. While on the same plane of existence as the crown, Belashyrra can see through its eyestalks.
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||||
Source: Eberron: Rising from the Last War p. 276</text>
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<roll>1d6+3</roll>
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||||
</item>
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||||
<item>
|
||||
<name>Cleansing Stone</name>
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||||
<detail>Wondrous item</detail>
|
||||
<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 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.
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||||
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>
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||||
</item>
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||||
<item>
|
||||
<name>Common Glamerweave</name>
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||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
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||||
<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.
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Source: Eberron: Rising from the Last War p. 277, Wayfinder's Guide to Eberron p. 115</text>
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||||
</item>
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||||
<item>
|
||||
<name>Docent</name>
|
||||
<detail>Wondrous item</detail>
|
||||
<type>W</type>
|
||||
<magic>1</magic>
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||||
<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.
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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).
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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.
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Random Properties: A docent has the following properties:
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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.
|
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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.
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||||
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.
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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.
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Source: Eberron: Rising from the Last War p. 276, Wayfinder's Guide to Eberron p. 120</text>
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<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>
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||||
<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,M</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 item replaces a lost limb—a hand, an arm, a foot, a leg, or a similar body part. While the prosthetic is attached, it functions identically to the part it replaces. You can detach or reattach it as an action, and it can't be removed against your will. It detaches if you die.
|
||||
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>
|
||||
653
Sources/EberronRisingFromTheLastWar/races-erlw.xml
Normal file
653
Sources/EberronRisingFromTheLastWar/races-erlw.xml
Normal file
@@ -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 other than a shield, 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, the armor incorporated into your body can't be removed 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>
|
||||
411
Sources/EberronRisingFromTheLastWar/spells-phb+erlw.xml
Normal file
411
Sources/EberronRisingFromTheLastWar/spells-phb+erlw.xml
Normal file
@@ -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>
|
||||
63
Sources/EberronRisingFromTheLastWar/spells-xge+erlw.xml
Normal file
63
Sources/EberronRisingFromTheLastWar/spells-xge+erlw.xml
Normal file
@@ -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>
|
||||
Reference in New Issue
Block a user