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:
Z. Charles Dziura
2021-11-03 10:55:25 -04:00
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<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<background>
<name>Augen Trust (Spy)</name>
<proficiency></proficiency>
<trait>
<name>Description</name>
<text>Source: Explorer's Guide to Wildemount p. 203</text>
</trait>
</background>
<background>
<name>Cobalt Scholar (Sage)</name>
<proficiency>Arcana, History</proficiency>
<trait>
<name>Description</name>
<text>• Skill Proficiencies: Arcana, History
• Languages: Two of your choice
• Equipment: A Ink (1-ounce bottle), a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes, and a belt pouch containing 10 gp
Source: Explorer's Guide to Wildemount p. 203</text>
</trait>
<trait>
<name>Feature: Researcher</name>
<text>When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature, Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.
</text>
</trait>
<trait>
<name>Specialty</name>
<text>To determine the nature of your scholarly training, roll a d8 or choose from the options in the table below.
d8 | Field of Study
1 | Alchemist
2 | Astronomer
3 | Discredited academic
4 | Librarian
5 | Professor
6 | Researcher
7 | Wizard's apprentice
8 | Scribe
</text>
</trait>
<trait>
<name>Suggested Characteristics</name>
<text>Sages are defined by their extensive studies, and their characteristics reflect this life of study. Devoted to scholarly pursuits, a sage values knowledge highly—sometimes in its own right, sometimes as a means toward other ideals.
d8 | Personality Trait
1 | I use polysyllabic words that convey the impression of great erudition.
2 | I've read every book in the world's greatest libraries—or I like to boast that I have.
3 | I'm used to helping out those who aren't as smart as I am, and I patiently explain anything and everything to others.
4 | There's nothing I like more than a good mystery.
5 | I'm willing to listen to every side of an argument before I make my own judgment.
6 | I... speak... slowly... when talking... to idiots,... which... almost... everyone... is... compared... to me.
7 | I am horribly, horribly awkward in social situations.
8 | I'm convinced that people are always trying to steal my secrets.
d6 | Ideal
1 | Knowledge. The path to power and self-improvement is through knowledge. (Neutral)
2 | Beauty. What is beautiful points us beyond itself toward what is true. (Good)
3 | Logic. Emotions must not cloud our logical thinking. (Lawful)
4 | No Limits. Nothing should fetter the infinite possibility inherent in all existence. (Chaotic)
5 | Power. Knowledge is the path to power and domination. (Evil)
6 | Self-Improvement. The goal of a life of study is the betterment of oneself. (Any)
d6 | Bond
1 | It is my duty to protect my students.
2 | I have an ancient text that holds terrible secrets that must not fall into the wrong hands.
3 | I work to preserve a library, university, scriptorium, or monastery.
4 | My life's work is a series of tomes related to a specific field of lore.
5 | I've been searching my whole life for the answer to a certain question.
6 | I sold my soul for knowledge. I hope to do great deeds and win it back.
d6 | Flaw
1 | I am easily distracted by the promise of information.
2 | Most people scream and run when they see a demon. I stop and take notes on its anatomy.
3 | Unlocking an ancient mystery is worth the price of a civilization.
4 | I overlook obvious solutions in favor of complicated ones.
5 | I speak without really thinking through my words, invariably insulting others.
6 | I can't keep a secret to save my life, or anyone else's.
</text>
</trait>
</background>
<background>
<name>Grinner</name>
<proficiency>Deception, Performance</proficiency>
<trait>
<name>Description</name>
<text>The Golden Grin began in the far-off land of Tal'Dorei, trading secret messages through a network of bards and minstrels to undermine an iron-fisted king's authoritarian rule. Today, Tal'Dorei is a relatively peaceful republic, and some Grinners have grown restless while waiting for tyranny to raise its ugly head again. A contingent of such Grinners traveled to the Menagerie Coast and set up a network of secret bases in the cities of the Clovis Concord, from which they are presently working their way into the highest echelons of the Dwendalian Empire.
You are a Grinner. Your goals are to spread freedom and inspire hope—or, in time, revolution—in the hearts of the oppressed.
• Skill Proficiencies: Deception, Performance
• Tool Proficiencies: One type of musical instrument, thieves' tools
• Equipment: A set of fine clothes, a disguise kit, a musical instrument of your choice, a gold-plated ring depicting a smiling face, and a pouch containing 15 gp
Source: Explorer's Guide to Wildemount p. 200</text>
</trait>
<trait>
<name>Favorite Code-Song</name>
<text>All members of the Golden Grin have learned a handful of folk songs in their travels, and use those songs to send secret codes and alert fellow Grinners to danger. Choose a favorite song or roll on the Favorite Code-Songs table.
d6 | Favorite Code-Song
1 | Zan's Comin' Back. This hopeful Tal'Dorei folk song declares the inevitable return of a just ruler. Use it to seek out potential allies.
2 | Blow Fire Down the Coast. A rowdy fighting song from the Clovis Concord, this ditty talks of blasting up pirate ships. Use it to encourage battle.
3 | Hush! Onward Come the Dragons. This Tal'Dorei folk song recounts the terror in the days after the invasion of the red dragon called the Cinder King. Use it to encourage caution in speech and deed.
4 | Let the Sword Grow Rust. An antiwar anthem from Marquet, this song has uncertain origins. Use it to help quell violent encounters.
5 | Drink Deep, Li'l Hummingbird. A drinking rondo from the Menagerie Coast, this song tells the tale of a young person who drinks so heavily that they awaken to find they've stowed away on a ship. Use it to encourage alertness in social situations.
6 | Dirge for the Emerald Fire. This elven song supposedly has thousands of obscure verses. Use the first two verses to spread news of death or defeat.
</text>
</trait>
<trait>
<name>Feature: Ballad of the Grinning Fool</name>
<text>Like every Grinner, you know how to find a hideout. In any city of 10,000 people or more on the Menagerie Coast or in the lands of the Dwendalian Empire, you can play the "Ballad of the Grinning Fool" in a major tavern or inn. A member of the Golden Grin will find you and give shelter to you and any companions you vouch for. This shelter might be discontinued if it becomes too dangerous to hide you, at the DM's discretion.
This feature must be used with caution, for not all who know the ballad are your friends. Some are traitors, counterspies, or agents of tyranny.
</text>
</trait>
<trait>
<name>Suggested Characteristics</name>
<text>Grinners are trained in the art of secrecy and innuendo, and are skilled at hiding in plain sight by being the loudest and brightest person in the room. Their skills in subterfuge and combat lend themselves well to an adventuring lifestyle, and traveling with mercenaries and treasure hunters creates a convenient excuse to journey through lands bent under tyranny.
d8 | Personality Trait
1 | I love the spotlight. Everyone, look at me!
2 | Give me a drink and I'm your friend.
3 | Talk to me about yourself. I'm a hell of a listener.
4 | I hate to start fights, but I love to finish them.
5 | I can't sit still.
6 | I'm always humming an old tune from my past.
7 | When I don't have a reason to smile, I'm miserable.
8 | I'm lucky like you wouldn't believe.
d6 | Ideal
1 | Revolution. Tyrants must fall, no matter the cost. (Chaotic)
2 | Compassion. The only way to make a better world is to perform small kindnesses. (Good)
3 | Justice. A nation built upon just foundations will uphold freedom for all. (Law)
4 | Expression. Music, joy, and laughter are the keys to freedom. (Good)
5 | Self-Determination. People should be free to do as they please. (Chaotic)
6 | Vigilance. A free people must be carefully taught, lest they be misled. (Neutral)
d6 | Bond
1 | I lost someone important to an agent of the Dwendalian Empire. That regime will fall.
2 | The first people to be hurt by this war will be the common folk. I need to protect them.
3 | Music helped me through a dark time in my life. Now, I'll use music to change the world.
4 | I will be known as the greatest spy who ever lived.
5 | All life is precious to me. I know I can change the world without taking a humanoid life.
6 | The elite in their ivory towers don't understand how we suffer. I intend to show them.
d6 | Flaw
1 | I've never lied once in my life. What? No, I'm not crossing my fingers!
2 | I do everything big! Subtlety? I don't know the meaning of subtlety! Oh, that's a problem?
3 | Being a spy in wartime is painful. I've seen so much suffering, I think I'm losing my mind.
4 | I can't focus on my mission. I just want to carouse and sing and play!
5 | Yeah, that's my name. Yeah, I'm a Grinner spy. Who cares about staying undercover?
6 | I can't afford to trust anyone. Not. Anyone.
</text>
</trait>
</background>
<background>
<name>Luxonborn (Acolyte)</name>
<proficiency>Insight, Religion</proficiency>
<trait>
<name>Description</name>
<text>• Skill Proficiencies: Insight, Religion
• Languages: Two of your choice
• Equipment: A holy symbol (a gift to you when you entered the priesthood), a prayer book or prayer wheel, 5 sticks of incense, vestments, a set of common clothes, and a belt pouch containing 15 gp
Source: Explorer's Guide to Wildemount p. 203</text>
</trait>
<trait>
<name>Feature: Shelter of the Faithful</name>
<text>As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.
You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.
</text>
</trait>
<trait>
<name>Suggested Characteristics</name>
<text>Acolytes are shaped by their experience in temples or other religious communities. Their study of the history and tenets of their faith and their relationships to temples, shrines, or hierarchies affect their mannerisms and ideals. Their flaws might be some hidden hypocrisy or heretical idea, or an ideal or bond taken to an extreme.
d8 | Personality Trait
1 | I idolize a particular hero of my faith, and constantly refer to that person's deeds and example.
2 | I can find common ground between the fiercest enemies, empathizing with them and always working toward peace.
3 | I see omens in every event and action. The gods try to speak to us, we just need to listen.
4 | Nothing can shake my optimistic attitude.
5 | I quote (or misquote) sacred texts and proverbs in almost every situation.
6 | I am tolerant (or intolerant) of other faiths and respect (or condemn) the worship of other gods.
7 | I've enjoyed fine food, drink, and high society among my temple's elite. Rough living grates on me.
8 | I've spent so long in the temple that I have little practical experience dealing with people in the outside world.
d6 | Ideal
1 | Tradition. The ancient traditions of worship and sacrifice must be preserved and upheld. (Lawful)
2 | Charity. I always try to help those in need, no matter what the personal cost. (Good)
3 | Change. We must help bring about the changes the gods are constantly working in the world. (Chaotic)
4 | Power. I hope to one day rise to the top of my faith's religious hierarchy. (Lawful)
5 | Faith. I trust that my deity will guide my actions. I have faith that if I work hard, things will go well. (Lawful)
6 | Aspiration. I seek to prove myself worthy of my god's favor by matching my actions against his or her teachings. (Any)
d6 | Bond
1 | I would die to recover an ancient relic of my faith that was lost long ago.
2 | I will someday get revenge on the corrupt temple hierarchy who branded me a heretic.
3 | I owe my life to the priest who took me in when my parents died.
4 | Everything I do is for the common people.
5 | I will do anything to protect the temple where I served.
6 | I seek to preserve a sacred text that my enemies consider heretical and seek to destroy.
d6 | Flaw
1 | I judge others harshly, and myself even more severely.
2 | I put too much trust in those who wield power within my temple's hierarchy.
3 | My piety sometimes leads me to blindly trust those that profess faith in my god.
4 | I am inflexible in my thinking.
5 | I am suspicious of strangers and expect the worst of them.
6 | Once I pick a goal, I become obsessed with it to the detriment of everything else in my life.
</text>
</trait>
</background>
<background>
<name>Myriad Operative (Criminal)</name>
<proficiency>Deception, Stealth</proficiency>
<trait>
<name>Description</name>
<text>• Skill Proficiencies: Deception, Stealth
• Tool Proficiencies: One type of gaming set, thieves' tools
• Equipment: A crowbar, a set of dark common clothes including a hood, and a belt pouch containing 15 gp
Source: Explorer's Guide to Wildemount p. 203</text>
</trait>
<trait>
<name>Feature: Criminal Contact</name>
<text>You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.
</text>
</trait>
<trait>
<name>Specialty</name>
<text>There are many kinds of criminals, and within a thieves' guild or similar criminal organization, individual members have particular specialties. Even criminals who operate outside of such organizations have strong preferences for certain kinds of crimes over others. Choose the role you played in your criminal life, or roll on the table below.
d8 | Specialty
1 | Blackmailer
2 | Burglar
3 | Enforcer
4 | Fence
5 | Highway robber
6 | Hired killer
7 | Pickpocket
8 | Smuggler
</text>
</trait>
<trait>
<name>Suggested Characteristics</name>
<text>Criminals might seem like villains on the surface, and many of them are villainous to the core. But some have an abundance of endearing, if not redeeming, characteristics. There might be honor among thieves, but criminals rarely show any respect for law or authority.
d8 | Personality Trait
1 | I always have a plan for when things go wrong.
2 | I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.
3 | The first thing I do in a new place is note the locations of everything valuable—or where such things could be hidden.
4 | I would rather make a new friend than a new enemy.
5 | I am incredibly slow to trust. Those who seem the fairest often have the most to hide.
6 | I don't pay attention to the risks in a situation. Never tell me the odds.
7 | The best way to get me to do something is to tell me I can't do it.
8 | I blow up at the slightest insult.
d6 | Ideal
1 | Honor. I don't steal from others in the trade. (Lawful)
2 | Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic)
3 | Charity. I steal from the wealthy so that I can help people in need. (Good)
4 | Greed. I will do whatever it takes to become wealthy. (Evil)
5 | People. I'm loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. (Neutral)
6 | Redemption. There's a spark of good in everyone. (Good)
d6 | Bond
1 | I'm trying to pay off an old debt I owe to a generous benefactor.
2 | My ill-gotten gains go to support my family.
3 | Something important was taken from me, and I aim to steal it back.
4 | I will become the greatest thief that ever lived.
5 | I'm guilty of a terrible crime. I hope I can redeem myself for it.
6 | Someone I loved died because of a mistake I made. That will never happen again.
d6 | Flaw
1 | When I see something valuable, I can't think about anything but how to steal it.
2 | When faced with a choice between money and my friends, I usually choose the money.
3 | If there's a plan, I'll forget it. If I don't forget it, I'll ignore it.
4 | I have a 'tell' that reveals when I'm lying.
5 | I turn tail and run when things look bad.
6 | An innocent person is in prison for a crime that I committed. I'm okay with that.
</text>
</trait>
</background>
<background>
<name>Revelry Pirate (Sailor)</name>
<proficiency>Athletics, Perception</proficiency>
<trait>
<name>Description</name>
<text>• Skill Proficiencies: Athletics, Perception
• Tool Proficiencies: Navigator's tools, vehicles (water)
• Equipment: A belaying pin (club), silk rope (50 feet), a lucky charm such as a rabbit foot or a small stone with a hole in the center (or you may roll for a random trinket on the Trinkets table in chapter 5), a set of common clothes, and a belt pouch containing 10 gp
Source: Explorer's Guide to Wildemount p. 203</text>
</trait>
<trait>
<name>Feature: Ship's Passage</name>
<text>When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you're calling in a favor, you can't be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.
</text>
</trait>
<trait>
<name>Suggested Characteristics</name>
<text>Sailors can be a rough lot, but the responsibilities of life on a ship make them generally reliable as well. Life aboard a ship shapes their outlook and forms their most important attachments.
d8 | Personality Trait
1 | My friends know they can rely on me, no matter what.
2 | I work hard so that I can play hard when the work is done.
3 | I enjoy sailing into new ports and making new friends over a flagon of ale.
4 | I stretch the truth for the sake of a good story.
5 | To me, a tavern brawl is a nice way to get to know a new city.
6 | I never pass up a friendly wager.
7 | My language is as foul as an otyugh nest.
8 | I like a job well done, especially if I can convince someone else to do it.
d6 | Ideal
1 | Respect. The thing that keeps a ship together is mutual respect between captain and crew. (Good)
2 | Fairness. We all do the work, so we all share in the rewards. (Lawful)
3 | Freedom. The sea is freedom—the freedom to go anywhere and do anything. (Chaotic)
4 | Mastery. I'm a predator, and the other ships on the sea are my prey. (Evil)
5 | People. I'm committed to my crewmates, not to ideals. (Neutral)
6 | Aspiration. Someday, I'll own my own ship and chart my own destiny. (Any)
d6 | Bond
1 | I'm loyal to my captain first, everything else second.
2 | The ship is most important—crewmates and captains come and go.
3 | I'll always remember my first ship.
4 | In a harbor town, I have a paramour whose eyes nearly stole me from the sea.
5 | I was cheated out of my fair share of the profits, and I want to get my due.
6 | Ruthless pirates murdered my captain and crewmates, plundered our ship, and left me to die. Vengeance will be mine.
d6 | Flaw
1 | I follow orders, even if I think they're wrong.
2 | I'll say anything to avoid having to do extra work.
3 | Once someone questions my courage, I never back down no matter how dangerous the situation.
4 | Once I start drinking, it's hard for me to stop.
5 | I can't help but pocket loose coins and other trinkets I come across.
6 | My pride will probably lead to my destruction.
</text>
</trait>
</background>
<background>
<name>Volstrucker Agent</name>
<proficiency>Deception, Stealth</proficiency>
<trait>
<name>Description</name>
<text>The Volstrucker are a clandestine organization of arcane assassins and enforcers in the service of the Cerberus Assembly. Their operatives bear no official title, but are referred to in hushed tones as "scourgers" by residents of large Dwendalian cities such as Zadash and Rexxentrum.
You are a Volstrucker agent. Your duty is to silence dissidents who would undermine the will of King Dwendal—and more importantly, the will of the Assembly.
• Skill Proficiencies: Deception, Stealth
• Tool Proficiencies: Poisoner's kit
• Languages: One of your choice
• Equipment: A set of common clothes, a black cloak with a hood, a poisoner's kit, and a pouch containing 10 gp
Source: Explorer's Guide to Wildemount p. 202</text>
</trait>
<trait>
<name>Tragedy</name>
<text>Happy people aren't selected to join the Volstrucker. The Cerberus Assembly preys upon talented individuals who have been broken by tragedy—in some cases, tragedy that the Volstrucker has arranged for. A slightly broken mind is more easily reshaped and reeducated. Choose the tragedy that set you on this path, or roll on the Tragedies table.
d6 | Tragedy
1 | Familicide. Through deceit or manipulation, the Volstrucker convinced you to slaughter your own family.
2 | Amnesia. You were forced to study magic so potent that it strained your mind beyond mortal limits, stealing away the memories of your past.
3 | Capture. You were captured and tortured by agents of the Kryn Dynasty, and barely escaped.
4 | Starvation. A terrible blight afflicted your rural village, and many of your friends and family members starved to death. You survived, but only barely.
5 | Disfigurement. One of your arcane experiments went wrong and scarred or dismembered you so gravely that others now shun you. Only the Volstrucker showed you kindness after that day.
6 | Vicissitude. You were once the scion of a wealthy family who lost their entire fortune in the blink of an eye.
</text>
</trait>
<trait>
<name>Feature: Shadow Network</name>
<text>You have access to the Volstrucker shadow network, which allows you to communicate with other members of the order over long distances. If you write a letter in a special arcane ink, address it to a member of the Volstrucker, and cast it into a fire, the letter will burn to cinders and materialize whole again on the person of the agent you addressed it to.
The ink used to send a letter across the shadow network is the same as that used by a wizard to scribe spells in a spellbook. Writing a letter in this ink costs 10 gp per page.
</text>
</trait>
<trait>
<name>Suggested Characteristics</name>
<text>Agents of the Volstrucker are groomed to follow orders without question and to kill without mercy. The trauma that brings one into the order can fester even more strongly against the darkness of a Volstrucker agent's assignments. Officially, no one ever leaves the order—but those desperate enough do whatever it takes to gain some measure of freedom.
d6 | Personality Trait
1 | I prefer to keep my thoughts to myself.
2 | I indulge vice in excess to quiet my conscience.
3 | I've left emotion behind me. I'm now perfectly placid.
4 | Some event from the past keeps worming its way into my mind, making me restless.
5 | I always keep my word—except when I'm commanded to break it.
6 | I laugh off insults and never take them personally.
d6 | Ideal
1 | Order. The will of the crown is absolute. (Law)
2 | True Loyalty. The Cerberus Assembly is greater than any power, even the crown. (Law)
3 | Death. The penalty for disloyalty is death. (Evil)
4 | Determination. I cannot fail. Not ever. (Neutral)
5 | Fear. People should not respect power. They should fear it. (Evil)
6 | Escape. The Volstrucker are pure evil! I can't atone for what I've done for them, but I can escape with my life. (Any)
d4 | Bond
1 | The job is all that matters. I will see it through.
2 | My orders are important, but my comrades are worth more than anything. I would die for them.
3 | Everything I've done, I've done to protect someone close to me.
4 | If the empire falls, all of civilization falls with it. I will hold back chaos and barbarism at any cost.
d4 | Flaw
1 | I drink to dull the pain in the back of my head.
2 | I go a bit mad when I see blood.
3 | I can hear the voices of everyone I've killed. I see their faces. I can't be free of these ghosts.
4 | Fear is a powerful motivator. I will do whatever it takes to prevent those who know what I am from seeing me fail, and from those I care about from knowing what I am.
</text>
</trait>
</background>
</compendium>

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<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<class>
<name>Fighter</name>
<autolevel level="3">
<feature optional="YES">
<name>Martial Archetype: Echo Knight</name>
<text>A mysterious and feared frontline warrior of the Kryn Dynasty, the Echo Knight has mastered the art of using dunamis to summon the fading shades of unrealized timelines to aid them in battle. Surrounded by echoes of their own might, they charge into the fray as a cycling swarm of shadows and strikes.</text>
<text></text>
<text>Source: Explorer's Guide to Wildemount p. 183</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Echo Knight: Manifest Echo</name>
<text>3rd-level Echo Knight feature</text>
<text>You can use a bonus action to magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you. This echo is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another echo, or until you're incapacitated.</text>
<text>Your echo has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed.</text>
<text>You can use the echo in the following ways:</text>
<text>• As a bonus action, you can teleport, magically swapping places with your echo at a cost of 15 feet of your movement, regardless of the distance between the two of you.</text>
<text>• When you take the Attack action on your turn, any attack you make with that action can originate from your space or the echo's space. You make this choice for each attack.</text>
<text>• When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the echo's space.</text>
<text></text>
<text>Source: Explorer's Guide to Wildemount p. 183</text>
</feature>
</autolevel>
<autolevel level="3">
<feature optional="YES">
<name>Echo Knight: Unleash Incarnation</name>
<text>3rd-level Echo Knight feature</text>
<text>You can heighten your echo's fury. Whenever you take the Attack action, you can make one additional melee attack from the echo's position.</text>
<text>You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.</text>
<text></text>
<text>Source: Explorer's Guide to Wildemount p. 183</text>
</feature>
</autolevel>
<autolevel level="7">
<feature optional="YES">
<name>Echo Knight: Echo Avatar</name>
<text>7th-level Echo Knight feature</text>
<text>You can temporarily transfer your consciousness to your echo. As an action, you can see through your echo's eyes and hear through its ears. During this time, you are deafened and blinded. You can sustain this effect for up to 10 minutes, and you can end it at any time (requires no action). While your echo is being used in this way, it can be up to 1,000 feet away from you without being destroyed.</text>
<text></text>
<text>Source: Explorer's Guide to Wildemount p. 183</text>
</feature>
</autolevel>
<autolevel level="10">
<feature optional="YES">
<name>Echo Knight: Shadow Martyr</name>
<text>10th-level Echo Knight feature</text>
<text>You can make your echo throw itself in front of an attack directed at another creature that you can see. Before the attack roll is made, you can use your reaction to teleport the echo to an unoccupied space within 5 feet of the targeted creature. The attack roll that triggered the reaction is instead made against your echo.</text>
<text>Once you use this feature, you can't use it again until you finish a short or long rest.</text>
<text></text>
<text>Source: Explorer's Guide to Wildemount p. 183</text>
</feature>
</autolevel>
<autolevel level="15">
<feature optional="YES">
<name>Echo Knight: Reclaim Potential</name>
<text>15th-level Echo Knight feature</text>
<text>You've learned to absorb the fleeting magic of your echo. When an echo of yours is destroyed by taking damage, you can gain a number of temporary hit points equal to 2d6 + your Constitution modifier, provided you don't already have temporary hit points.</text>
<text>You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.</text>
<text></text>
<text>Source: Explorer's Guide to Wildemount p. 183</text>
</feature>
</autolevel>
<autolevel level="18">
<feature optional="YES">
<name>Echo Knight: Legion of One</name>
<text>18th-level Echo Knight feature</text>
<text>You can use a bonus action to create two echoes with your Manifest Echo feature, and these echoes can coexist. If you try to create a third echo, the previous two echoes are destroyed. Anything you can do from one echo's position can be done from the other's instead.</text>
<text>In addition, when you roll initiative and have no uses of your Unleash Incarnation feature left, you regain one use of that feature.</text>
<text></text>
<text>Source: Explorer's Guide to Wildemount p. 183</text>
</feature>
</autolevel>
</class>
</compendium>

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<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<class>
<name>Wizard</name>
<autolevel level="2">
<feature optional="YES">
<name>Arcane Tradition: Chronurgy Magic</name>
<text>Focusing on the manipulation of time, those who follow the Chronurgy tradition learn to alter the pace of reality to their liking. Using the ramping of anticipatory dunamis energy, these mages can bend the flow of time as adroitly as a skilled musician plays an instrument, lending themselves and their allies an advantage in the blink of an eye.</text>
<text></text>
<text>Source: Explorer's Guide to Wildemount p. 184</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>Chronurgy Magic: Chronal Shift</name>
<text>2nd-level Chronurgy Magic feature</text>
<text>You can magically exert limited control over the flow of time around a creature. As a reaction, after you or a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can force the creature to reroll. You make this decision after you see whether the roll succeeds or fails. The target must use the result of the second roll.</text>
<text>You can use this ability twice, and you regain any expended uses when you finish a long rest.</text>
<text></text>
<text>Source: Explorer's Guide to Wildemount p. 184</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>Chronurgy Magic: Temporal Awareness</name>
<text>2nd-level Chronurgy Magic feature</text>
<text>You can add your Intelligence modifier to your initiative rolls.</text>
<text></text>
<text>Source: Explorer's Guide to Wildemount p. 184</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>Arcane Tradition: Graviturgy Magic</name>
<text>Understanding and mastering the forces that draw bodies of matter together or drive them apart, the students of the Graviturgy arcane tradition learn to further bend and manipulate the violent energy of gravity to their benefit, and the terrible detriment of their enemies.</text>
<text></text>
<text>Source: Explorer's Guide to Wildemount p. 185</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>Graviturgy Magic: Adjust Density</name>
<text>2nd-level Graviturgy Magic feature</text>
<text>As an action, you can magically alter the weight of one object or creature you can see within 30 feet of you. The object or creature must be Large or smaller. The target's weight is halved or doubled for up to 1 minute or until your concentration ends (as if you were concentrating on a spell).</text>
<text>While the weight of a creature is halved by this effect, the creature's speed increases by 10 feet, it can jump twice as far as normal, and it has disadvantage on Strength checks and Strength saving throws. While the weight of a creature is doubled by this effect, the creature's speed is reduced by 10 feet, and it has advantage on Strength checks and Strength saving throws.</text>
<text>Upon reaching 10th level in this class, you can target an object or a creature that is Huge or smaller.</text>
<text></text>
<text>Source: Explorer's Guide to Wildemount p. 185</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>Chronurgy Magic: Momentary Stasis</name>
<text>6th-level Chronurgy Magic feature</text>
<text>As an action, you can magically force a Large or smaller creature you can see within 60 feet of you to make a Constitution saving throw against your spell save DC. Unless the saving throw is a success, the creature is encased in a field of magical energy until the end of your next turn or until the creature takes any damage. While encased in this way, the creature is incapacitated and has a speed of 0.</text>
<text>You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.</text>
<text></text>
<text>Source: Explorer's Guide to Wildemount p. 184</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>Graviturgy Magic: Gravity Well</name>
<text>6th-level Graviturgy Magic feature</text>
<text>You've learned how to manipulate gravity around a living being: whenever you cast a spell on a creature, you can move the target 5 feet to an unoccupied space of your choice if the target is willing to move, the spell hits it with an attack, or it fails a saving throw against the spell.</text>
<text></text>
<text>Source: Explorer's Guide to Wildemount p. 185</text>
</feature>
</autolevel>
<autolevel level="10">
<feature optional="YES">
<name>Chronurgy Magic: Arcane Abeyance</name>
<text>10th-level Chronurgy Magic feature</text>
<text>When you cast a spell using a spell slot of 4th level or lower, you can condense the spell's magic into a mote. The spell is frozen in time at the moment of casting and held within a gray bead for 1 hour. This bead is a Tiny object with AC 15 and 1 hit point, and it is immune to poison and psychic damage. When the duration ends, or if the bead is destroyed, it vanishes in a flash of light, and the spell is lost.</text>
<text>A creature holding the bead can use its action to release the spell within, whereupon the bead disappears. The spell uses your spell attack bonus and save DC, and the spell treats the creature who released it as the caster for all other purposes.</text>
<text>Once you create a bead with this feature, you can't do so again until you finish a short or long rest.</text>
<text></text>
<text>Source: Explorer's Guide to Wildemount p. 184</text>
</feature>
</autolevel>
<autolevel level="10">
<feature optional="YES">
<name>Graviturgy Magic: Violent Attraction</name>
<text>10th-level Graviturgy Magic feature</text>
<text>When another creature that you can see within 60 feet of you hits with a weapon attack, you can use your reaction to increase the attack's velocity, causing the attack's target to take an extra 1d10 damage of the weapon's type.</text>
<text>Alternatively, if a creature within 60 feet of you takes damage from a fall, you can use your reaction to increase the fall's damage by 2d10.</text>
<text>You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.</text>
<text></text>
<text>Source: Explorer's Guide to Wildemount p. 185</text>
</feature>
</autolevel>
<autolevel level="14">
<feature optional="YES">
<name>Chronurgy Magic: Convergent Future</name>
<text>14th-level Chronurgy Magic feature</text>
<text>You can peer through possible futures and magically pull one of them into events around you, ensuring a particular outcome. When you or a creature you can see within 60 feet of you makes an attack roll, an ability check, or a saving throw, you can use your reaction to ignore the die roll and decide whether the number rolled is the minimum needed to succeed or one less than that number (your choice).</text>
<text>When you use this feature, you gain one level of exhaustion. Only by finishing a long rest can you remove a level of exhaustion gained in this way.</text>
<text></text>
<text>Source: Explorer's Guide to Wildemount p. 184</text>
</feature>
</autolevel>
<autolevel level="14">
<feature optional="YES">
<name>Graviturgy Magic: Event Horizon</name>
<text>14th-level Graviturgy Magic feature</text>
<text>As an action, you can magically emit a powerful field of gravitational energy that tugs at other creatures for up to 1 minute or until your concentration ends (as if you were concentrating on a spell). For the duration, whenever a creature hostile to you starts its turn within 30 feet of you, it must make a Strength saving throw against your spell save DC. On a failed save, it takes 2d10 force damage, and its speed is reduced to 0 until the start of its next turn. On a successful save, it takes half as much damage, and every foot it moves this turn costs 2 extra feet of movement.</text>
<text>Once you use this feature, you can't do so again until you finish a long rest or until you expend a spell slot of 3rd level or higher on it.</text>
<text></text>
<text>Source: Explorer's Guide to Wildemount p. 185</text>
</feature>
</autolevel>
</class>
</compendium>

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<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<item>
<name>Amulet of the Drunkard</name>
<detail>Wondrous item</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>This amulet smells of old, ale-stained wood. While wearing it, you can regain 4d4 + 4 hit points when you drink a pint of beer, ale, mead, or wine. Once the amulet has restored hit points, it can't do so again until the next dawn.
Source: Explorer's Guide to Wildemount p. 265</text>
<roll>4d4+4</roll>
</item>
<item>
<name>Arcane Cannon</name>
<detail>Wondrous item</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>This Large cannon is imbued with magic. It requires no ammunition and doesn't need to be loaded. It takes one action to aim the cannon and one action to fire it. After the cannon has fired, it must recharge for 5 minutes before it can be fired again.
The creature firing the cannon chooses the effect from the following options:
Acid Jet: The cannon discharges acid in a line 300 feet long and 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 22 (4d10) acid damage on a failed save, or half as much damage on a successful one. In addition, a creature that fails its saving throw takes 11 (2d10) acid damage at the start of each of its turns; a creature can end this damage by using its action to wash off the acid with a pint or more of water.
Fire Jet: The cannon discharges fire in a line 300 feet long and 5 feet wide. Each creature in the area must make a DC 15 Dexterity saving throw, taking 33 (6d10) fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.
Frost Shot: The cannon shoots a ball of frost to a point you can see within 1,200 feet of the cannon. The ball then expands to form a 30-foot-radius sphere centered on that point. Each creature in that area must make a DC 15 Constitution saving throw. On a failed save, a creature takes 22 (4d10) cold damage, and its speed is reduced by 10 feet for 1 minute. On a successful save, the creature takes half as much damage, and its speed isn't reduced. A creature whose speed is reduced by this effect can repeat the save at the end of each of its turns, ending the effect on itself on a success.
Lightning Shot: The cannon shoots a ball of lightning to a point you can see within 1,200 feet of the cannon. The lightning then expands to form a 20-foot-radius sphere centered on that point. Each creature in that area must make a DC 15 Dexterity saving throw, taking 33 (6d10) lightning damage on a failed save, or half as much damage on a successful one. Creatures wearing metal armor have disadvantage on the save.
Poison Spray: The cannon expels poison gas in a 60-foot cone. Each creature in that area must make a DC 15 Constitution saving throw. On a failed save, the creature takes 22 (4d10) poison damage and is poisoned for 1 minute. On a successful save, the creature takes half as much damage and isn't poisoned. A creature poisoned in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Source: Explorer's Guide to Wildemount p. 265</text>
<roll>4d10</roll>
<roll>2d10</roll>
<roll>6d10</roll>
</item>
<item>
<name>Battering Shield</name>
<detail>Shield</detail>
<type>S</type>
<weight>6</weight>
<property></property>
<ac>2</ac>
<text>While holding this iron tower shield, you gain a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.
Additionally, the shield has 3 charges, and it regains 1d3 expended charges daily at dawn. If you are holding the shield and push a creature within your reach at least 5 feet away, you can expend 1 charge to push that creature an additional 10 feet, knock it prone, or both.
Source: Explorer's Guide to Wildemount p. 266</text>
<roll>1d3</roll>
</item>
<item>
<name>Black Sap</name>
<detail></detail>
<type>P</type>
<weight></weight>
<value>300.0</value>
<property></property>
<text>This tarry substance harvested from the dark boughs of the death's head willow is a powerful intoxicant. It can be smoked as a concentrate or injected directly into the bloodstream. A creature subjected to a dose of black sap cannot be charmed or frightened for 1d6 hours.
For each dose of black sap consumed, a creature must succeed on a DC 15 Constitution saving throw or become poisoned for 2d4 hours—an effect that is cumulative with multiple doses.
Source: Explorer's Guide to Wildemount p. 152</text>
<roll>1d6</roll>
<roll>2d4</roll>
</item>
<item>
<name>Blade of Broken Mirrors</name>
<detail>simple Weapon, Melee Weapon</detail>
<type>M</type>
<weight>1</weight>
<property>F,L,T</property>
<dmg1>1d4</dmg1>
<dmgType>P</dmgType>
<range>20/60</range>
<text>A weapon of Tharizdun, this dagger is a piece of jagged stone whose blade is scribed with a maze-like pattern with no beginning or end.
Sentience: The Blade of Broken Mirrors is a sentient chaotic evil weapon with an Intelligence of 21, a Wisdom of 24, and a Charisma of 24. It has hearing and darkvision out to a range of 120 feet.
The weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal and Common.
Personality: An insane glabrezu named Ragazuu lives within the Blade of Broken Mirrors. The weapon yearns to cause chaos. It learns its wielder's principles, then uses those ideals to encourage reckless action. The dagger whispers ideas of revolution.
Dormant: The dagger grants the following benefits in its dormant state:
• You can speak, read, and write Abyssal.
• You gain a +1 bonus to attack and damage rolls made with this magic weapon. Immediately after you make a ranged attack with this weapon, it returns to your hand.
• Whenever you kill a humanoid with an attack using the Blade of Broken Mirrors, the blade remembers the creature's appearance. While holding the dagger, you can use an action to change your form to match any humanoid the blade remembers. Your statistics, other than your size, don't change. Any equipment you are wearing or carrying isn't transformed. You can revert to your true appearance as an action. You revert to your true appearance automatically when you die. When the Blade of Broken Mirrors attunes to a new wielder, the appearances of humanoids it has killed are wiped from its memory.
Awakened: When the dagger reaches an awakened state, it gains the following properties:
• The weapon's bonus to attack and damage rolls increases to +2.
• While holding the weapon, you can use an action to cast one of the following spells from it (save DC 15): fabricate, hallucinatory terrain, major image, or phantasmal killer. Once a spell has been cast using the dagger, that spell can't be cast from the dagger again until the next dawn.
Exalted: When the dagger reaches an exalted state, it gains the following properties:
• The weapon's bonus to attack and damage rolls increases to +3.
• The saving throw DC for spells cast from the dagger increases to 17.
• While holding the dagger, you can turn invisible as an action. Anything you are wearing or carrying is invisible with you. You remain invisible until you stop holding the dagger, until you attack or cast a spell that forces a creature to make a saving throw, or until you use a bonus action to become visible again.
Betrayer Artifact Properties: The Arms of the Betrayers advance in power in the same manner as the Vestiges of Divergence. In its dormant state, each of these artifacts has one minor beneficial property and one minor detrimental property. When the artifact attains an awakened state, it gains an additional minor beneficial property and an additional minor detrimental property. When the item reaches its exalted state, it gains a major beneficial property. See "Artifact Properties" in chapter 7 of the Dungeon Master's Guide for more information.
Source: Explorer's Guide to Wildemount p. 275</text>
</item>
<item>
<name>Blasting Powder</name>
<detail>Adventuring Gear</detail>
<type>G</type>
<weight></weight>
<property></property>
<text>This volatile alchemical powder comes in a small pouch. When ignited by an open flame or a fuse, the powder explodes. Each creature within 5 feet of the exploding pouch must make a DC 13 Dexterity saving throw, taking 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one.
A character can bind multiple pouches of blasting powder together so they explode at the same time. Each additional pouch increases the damage by 1d6 (maximum of 10d6) and the blast radius by 5 feet (maximum of 20 feet).
Source: Explorer's Guide to Wildemount p. 225</text>
<roll>3d6</roll>
<roll>1d6</roll>
<roll>10d6</roll>
</item>
<item>
<name>Blight Ichor</name>
<detail></detail>
<type>P</type>
<weight></weight>
<value>200.0</value>
<property></property>
<text>This bitter chartreuse concoction is distilled from a fungus native to the Blightshore badlands. The sickly green liqueur harbors potent psychedelic properties. Provided it is neither a construct nor undead, a creature subjected to a dose of blight ichor gains advantage on Intelligence and Wisdom checks, as well as vulnerability to psychic damage, for 1 hour. For each dose of blight ichor consumed, the creature must succeed on a DC 15 Constitution saving throw or become poisoned for 1d6 hours and suffer the effects of a confusion spell for 1 minute. An undead creature subjected to a dose of blight ichor gains advantage on all Dexterity checks and is immune to the frightened condition for 1 hour.
Source: Explorer's Guide to Wildemount p. 152</text>
<roll>1d6</roll>
</item>
<item>
<name>Bloodaxe</name>
<detail>martial Weapon, Melee Weapon</detail>
<type>M</type>
<weight>7</weight>
<value>30.0</value>
<property>H,2H,M</property>
<dmg1>1d12</dmg1>
<dmgType>S</dmgType>
<text>You gain a +2 bonus to attack and damage rolls made with this magic axe. The axe deals an extra 1d6 necrotic damage to creatures that aren't constructs or undead. If you reduce such a creature to 0 hit points with an attack using this axe, you gain 10 temporary hit points.
This axe is forged from a dark, rust-colored metal and once belonged to the goliath barbarian Grog Strongjaw of Vox Machina.
Source: Explorer's Guide to Wildemount p. 266</text>
<roll>1d6</roll>
</item>
<item>
<name>Breathing Bubble</name>
<detail>Wondrous item</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>This translucent, bubble-like sphere has a slightly tacky outer surface, and you gain the item's benefits only while wearing it over your head like a helmet.
The bubble contains 1 hour of breathable air. The bubble regains all its expended air daily at dawn.
Source: Explorer's Guide to Wildemount p. 266</text>
</item>
<item>
<name>Brooch of Living Essence</name>
<detail>Wondrous item</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>While wearing this nondescript brooch, spells and anything else that would detect or reveal your creature type treat you as humanoid, and those that would reveal your alignment treat it as neutral.
Source: Explorer's Guide to Wildemount p. 266</text>
</item>
<item>
<name>Butcher's Bib</name>
<detail>Wondrous item</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>This black leather apron is perpetually covered by blood, even after being washed off. You gain the following benefits while wearing the apron:
 Once per turn when you roll damage for a melee attack with a weapon, you can reroll the weapon's damage dice. If you do so, you must use the second total.
 Your weapon attacks that deal slashing damage score a critical hit on a roll of 19 or 20 on the d20.
Source: Explorer's Guide to Wildemount p. 266</text>
</item>
<item>
<name>Coin of Delving</name>
<detail>Wondrous item</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>This scintillating copper coin sheds dim light in a 5-foot radius. If dropped a distance greater than 5 feet, the coin issues a melodious ringing sound when it hits a surface. Any creature that can hear the chime can determine the distance the coin dropped based on the tone.
Source: Explorer's Guide to Wildemount p. 266</text>
</item>
<item>
<name>Danoth's Visor</name>
<detail>Wondrous item</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>These mithral-frame goggles with clear diamond lenses were used by the evoker Danoth Oro to spot invisible enemies and scout areas from afar.
Dormant: While wearing the goggles in their dormant state, you can see normally in darkness, both magical and nonmagical, to a distance of 60 feet. Additionally, you have advantage on Intelligence (Investigation) and Wisdom (Perception) checks that rely on sight.
Awakened: When Danoth's Visor reaches an awakened state, it gains the following properties:
• You see invisible creatures and objects within 60 feet of you as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.
• As a bonus action, you can speak a command word and use the goggles to see into and through solid matter. This vision has a radius of 60 feet and lasts for 1 minute. To you, solid objects within that radius appear transparent. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead. This property can't be used again until the next dawn.
• As a bonus action, you can speak a command word to switch the goggles into spyglass mode. While in this mode, creatures and objects viewed through the goggles are magnified to twice their size. Speaking the command word again reverts the goggles to their normal operation.
Exalted: When Danoth's Visor reaches an exalted state, it gains the following properties:
• You automatically detect illusions you can see and automatically succeed on saving throws against them. In addition, you see a bright aura around any creature that isn't in its true form.
• As an action, you can cast the antimagic field spell from the visor. This property can't be used again until the next dawn.
Source: Explorer's Guide to Wildemount p. 270</text>
</item>
<item>
<name>Dispelling Stone</name>
<detail>Wondrous item</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>This smooth, rainbow-colored, egg-shaped stone can be thrown up to 30 feet and explodes in a 10-foot-radius sphere of magical energy on impact, destroying the stone. Any active spell of 5th level or lower in the sphere ends.
Source: Explorer's Guide to Wildemount p. 266</text>
</item>
<item>
<name>Duskcrusher</name>
<detail>martial Weapon, Melee Weapon</detail>
<type>M</type>
<weight>2</weight>
<value>15.0</value>
<property>V,M</property>
<dmg1>1d8</dmg1>
<dmg2>1d10</dmg2>
<dmgType>B</dmgType>
<text>This item takes the form of a leather-wrapped metal rod emblazoned with the symbol of Pelor, the Dawn Father. While grasping the rod, you can use a bonus action to cause a warhammer head of crackling radiance to spring into existence. The warhammer's radiant head emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. You can use an action to make the radiant head disappear.
While the radiant head is active, you gain a +2 bonus to attack and damage rolls made with this magic weapon, and attacks with the weapon deal radiant damage instead of bludgeoning damage. An undead creature hit by the weapon takes an extra 1d8 radiant damage.
While you are holding Duskcrusher and its radiant head is active, you can use an action to cast the sunbeam spell (save DC 15) from the weapon, and this action can't be used again until the next dawn.
Source: Explorer's Guide to Wildemount p. 266</text>
<roll>1d8</roll>
</item>
<item>
<name>Dust of Deliciousness</name>
<detail>Wondrous item</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>This reddish brown dust can be sprinkled over any edible substance to greatly improve the flavor. The dust also dulls the eater's senses: anyone eating food treated with this dust has disadvantage on Wisdom ability checks and Wisdom saving throws for 1 hour. There is enough dust to flavor six servings.
Source: Explorer's Guide to Wildemount p. 267</text>
</item>
<item>
<name>Explosive Seed</name>
<detail>Adventuring Gear</detail>
<type>G</type>
<weight></weight>
<property></property>
<text>This acorn-sized sphere of brass contains a small amount of blasting powder and a clockwork trigger. An explosive seed can be thrown up to 30 feet as an action, detonating on impact. Each creature within 5 feet of the exploding seed must make a DC 10 Dexterity saving throw, taking 1d8 bludgeoning damage on a failed save, or half as much damage on a successful one.
Source: Explorer's Guide to Wildemount p. 225</text>
<roll>1d8</roll>
</item>
<item>
<name>Goggles of Object Reading</name>
<detail>Wondrous item</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>These leather-framed goggles feature purple crystal lenses. While wearing the goggles, you have advantage on Intelligence (Arcana) checks made to reveal information about a creature or object you can see.
In addition, you can cast the identify spell using the googles. Once you do so, you can't do so again until the next dawn.
Source: Explorer's Guide to Wildemount p. 267</text>
</item>
<item>
<name>Grimoire Infinitus</name>
<detail>Wondrous item</detail>
<type>W</type>
<magic>1</magic>
<weight>3</weight>
<property></property>
<text>Several of these spellbooks with gilded pages and silver-plated covers were created during the Age of Arcanum, but only one has been found since the Calamity ended. The book has an infinite number of pages, is three inches thick, eight inches wide, twelve inches long, and weighs three pounds.
Dormant: Most of the book is blank, but the following spells are recorded in the first pages of the tome: alarm, antimagic field, Bigby's hand, blight, charm person, confusion, control weather, create undead, detect thoughts, enlarge/reduce, fear, foresight, gaseous form, glyph of warding, legend lore, Leomund's tiny hut, mass suggestion, mislead, misty step, Mordenkainen's faithful hound, prismatic spray, ray of enfeeblement, silent image, teleport, and thunderwave.
You can use the grimoire as your spellbook, and you can scribe new spells into it as normal. When you prepare wizard spells using the grimoire, the number of wizard spells you can prepare increases by 1.
Awakened: When the Grimoire Infinitus reaches an awakened state, it gains the following properties:
• While you carry the spellbook, you have advantage on saving throws against spells and magical effects.
• When you prepare wizard spells using the grimoire as your spellbook, the number of spells you can prepare increases by 1 again.
Exalted: When the Grimoire Infinitus reaches an exalted state, it gains the following properties:
• You can now use your Arcane Recovery feature twice between long rests, rather than once.
• When you prepare wizard spells using the grimoire as your spellbook, the number of spells you can prepare increases by 1 again.
Source: Explorer's Guide to Wildemount p. 271</text>
</item>
<item>
<name>Grovelthrash</name>
<detail>martial Weapon, Melee Weapon</detail>
<type>M</type>
<weight>2</weight>
<property>V,M</property>
<dmg1>1d8</dmg1>
<dmg2>1d10</dmg2>
<dmgType>B</dmgType>
<text>Crafted from a single piece of obsidian, this warhammer of Torog hums with magical energy and is carved with the images of faces screaming in pain.
Sentience: Grovelthrash is a sentient neutral evil weapon with an Intelligence of 18, a Wisdom of 15, and a Charisma of 19. It has hearing and darkvision out to a range of 120 feet.
The weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal, Common, and Infernal.
Personality: A covetous ultroloth named Ciria lives within Grovelthrash. The weapon values material possessions and doling out pain. It compliments its wielder whenever they claim treasure and takes pleasure in harming others.
Dormant: The warhammer grants the following benefits in its dormant state:
• You can speak, read, and write Abyssal and Infernal.
• You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit with an attack using this warhammer, you can deal an extra 2d6 bludgeoning damage to the target. If you do, you take 1d6 psychic damage. The warhammer deals double damage to objects and structures.
• While holding this weapon, you have advantage on Wisdom (Insight) checks made to discern a lie spoken in a language you understand.
Awakened: When the warhammer reaches an awakened state, it gains the following properties:
• The weapon's bonus to attack and damage rolls increases to +2.
• You gain a burrowing speed equal to your walking speed. You can use your burrowing speed to move through sand, loose earth, mud, or ice, not solid rock.
• When a creature you can see within 30 feet of you hits you with an attack while you are wielding the warhammer, you can use your reaction to deal an amount of psychic damage to that creature equal to the damage you took from the attack. This property can't be used again until the next dawn.
Exalted: When the warhammer reaches an exalted state, it gains the following properties:
• The weapon's bonus to attack and damage rolls increases to +3.
• When you have fewer hit points than half your hit point maximum, the warhammer deals an extra 2d6 bludgeoning damage on a hit. You can burrow through solid rock at half your burrowing speed and leave a 5-foot-diameter tunnel in your wake.
• As an action, you can use the warhammer to cast one of the following spells from it (save DC 17): earthquake, meld into stone, or stone shape. Once a spell has been cast using the warhammer, that spell can't be cast from the warhammer again until the next dawn.
Betrayer Artifact Properties: The Arms of the Betrayers advance in power in the same manner as the Vestiges of Divergence. In its dormant state, each of these artifacts has one minor beneficial property and one minor detrimental property. When the artifact attains an awakened state, it gains an additional minor beneficial property and an additional minor detrimental property. When the item reaches its exalted state, it gains a major beneficial property. See "Artifact Properties" in chapter 7 of the Dungeon Master's Guide for more information.
Source: Explorer's Guide to Wildemount p. 275</text>
<roll>2d6</roll>
<roll>1d6</roll>
</item>
<item>
<name>Hide of the Feral Guardian</name>
<detail>Light Armor</detail>
<type>LA</type>
<weight>13</weight>
<value>45.0</value>
<property></property>
<ac>12</ac>
<text>It is believed that this polished and beautifully detailed leather armor was a gift from Melora, bestowed on a long-forgotten archdruid and champion of the natural world before the terrors of the Calamity.
Dormant: While wearing the armor in its dormant state, you gain the following benefits:
• The armor grants you a +1 bonus to AC.
• While you are transformed by an effect that replaces any of your game statistics with those of another creature, you have a +1 bonus to melee attack and damage rolls, and you retain the benefits of this armor.
• As an action, you can use the armor to cast polymorph on yourself, transforming into a giant owl while retaining your Intelligence, Wisdom, and Charisma scores. This property can't be used again until the next dawn.
Awakened: When the armor reaches an awakened state, it gains the following properties:
• The AC bonus of the armor increases to +2.
• While you are transformed by an effect that replaces any of your game statistics with those of another creature, your bonus to melee attack and damage rolls increases by 1 (to +2).
• When you cast the polymorph spell using this armor, you can transform into a cave bear.
Exalted: When the armor reaches an exalted state, it gains the following properties:
• The AC bonus of the armor increases to +3.
• While you are transformed by an effect that replaces any of your game statistics with those of another creature, your bonus to melee attack and damage rolls increases by 1 (to +3).
• When you cast the polymorph spell using this armor, you can transform into a guardian wolf.
Source: Explorer's Guide to Wildemount p. 271</text>
</item>
<item>
<name>Hunter's Coat</name>
<detail>Light Armor</detail>
<type>LA</type>
<weight>10</weight>
<value>10.0</value>
<property></property>
<ac>11</ac>
<text>You have a +1 bonus to AC while wearing this armor.
The coat has 3 charges. When you hit a creature with an attack and that creature doesn't have all its hit points, you can expend 1 charge to deal an extra 1d10 necrotic damage to the target. The coat regains 1d3 expended charges daily at dawn.
The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.
Source: Explorer's Guide to Wildemount p. 267</text>
<roll>1d10</roll>
<roll>1d3</roll>
</item>
<item>
<name>Infiltrator's Key</name>
<detail>Wondrous item</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>This mithral skeleton key was forged using the blood of twelve master thieves executed for trying to steal magic items during the Age of Arcanum.
Dormant: The Infiltrator's Key grants the following benefits in its dormant state:
• The key can be used as thieves' tools for the purpose of opening locks. When using the key, you are considered proficient in thieves' tools and you have advantage on ability checks made to open locks.
• While holding the key, your steps are muffled, giving you advantage on Dexterity (Stealth) checks made to move silently.
Awakened: When the Infiltrator's Key reaches an awakened state, it gains the following properties:
• While holding the key, you can use a bonus action to transform the key into a magic dagger or back into a key. While the key is in the form of a dagger, you gain a +1 bonus to attack and damage rolls made with it, and it returns to your hand immediately after it is used to make a ranged attack.
• While holding the key, you can use an action to cast one of the following spells from it: alter self, invisibility, knock, or pass without trace. Once a spell has been cast using the key, it can't be used to cast that spell again until the next dawn.
Exalted: When the Infiltrator's Key reaches an exalted state, it gains the following properties:
• As a bonus action, you can touch the key to a floor, wall, or ceiling that is no more than 5 feet thick and cause a magical opening to appear in the surface. When you create the opening, you choose its length and width, up to 10 feet for each dimension. The opening lasts until the key passes through it to the other side, at which point it disappears (if a creature is in the opening when the doorway closes, the creature is safely shunted to the nearest unoccupied space). The key can't be used to create another opening until the next dawn.
• While holding the key, you can use an action to cast one of the following spells from it: dimension door, gaseous form, or mislead. Once a spell has been cast using the key, it can't be used to cast that spell again until the next dawn.
Source: Explorer's Guide to Wildemount p. 272</text>
</item>
<item>
<name>Lash of Shadows</name>
<detail>martial Weapon, Melee Weapon</detail>
<type>M</type>
<weight>3</weight>
<property>F,R,M</property>
<dmg1>1d4</dmg1>
<dmgType>S</dmgType>
<text>This snakeskin whip is touched by the power of Zehir and ends in five animated serpent heads.
Sentience: The Lash of Shadows is a sentient chaotic evil weapon with an Intelligence of 18, a Wisdom of 16, and a Charisma of 20. It has hearing and darkvision out to a range of 120 feet.
The weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal, Common, and Draconic.
Personality: A mad marilith named Sizlifeth lives within the Lash of Shadows. The weapon has a short temper and experiences only extreme emotions. It is most happy when dealing harm.
Dormant: The whip grants the following benefits in its dormant state:
• You can speak, read, and write Abyssal and Draconic.
• You gain a +1 bonus to attack and damage rolls made with this magic weapon.
• You can attempt to poison any creature that is hit by the whip. The creature must succeed on a DC 13 Constitution saving throw or suffer the effect of one of the following poisons of your choice; once a poison other than Serpent Venom has been used, that poison can't be used again until the next dawn:
• Dead Eyes.: A creature that fails the saving throw against this poison is poisoned for 1 hour. While poisoned in this way, the creature is blinded.
• Serpent Venom.: A creature that fails the saving throw against this poison takes 3d6 poison damage, or half as much damage on a successful save.
Awakened: When the whip reaches an awakened state, it gains the following properties:
• The weapon's bonus to attack and damage rolls increases to +2.
• The saving throw DC for the weapon's poisons increases to 15.
• The weapon gains a new poison option called Ghoul's Blood. A creature that fails the saving throw against this poison is poisoned for 1 minute. While poisoned in this way, the creature is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Exalted: When the whip reaches an exalted state, it gains the following additional properties:
• The weapon's bonus to attack and damage rolls increases to +3.
• The saving throw DC for the weapon's poisons increases to 17.
• The weapon gains a new poison option called Cockatrice Tears. A creature that fails the saving throw against this poison begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified for 24 hours.
Betrayer Artifact Properties: The Arms of the Betrayers advance in power in the same manner as the Vestiges of Divergence. In its dormant state, each of these artifacts has one minor beneficial property and one minor detrimental property. When the artifact attains an awakened state, it gains an additional minor beneficial property and an additional minor detrimental property. When the item reaches its exalted state, it gains a major beneficial property. See "Artifact Properties" in chapter 7 of the Dungeon Master's Guide for more information.
Source: Explorer's Guide to Wildemount p. 276</text>
<roll>3d6</roll>
</item>
<item>
<name>Luxon Beacon</name>
<detail>Wondrous item</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>This dodecahedron of faintly glowing crystal is heavier than it appears. A set of handles are affixed to its sides, and it pulsates and thrums when touched.
Fragment of Possibility: A creature that touches the beacon and concentrates for 1 minute receives a Fragment of Possibility, which looks like a Tiny, grayish bead of energy that follows the creature around, staying within 1 foot of it at all times. The fragment lasts for 8 hours or until used. Once the beacon grants a Fragment of Possibility, it can't grant another until the next dawn. A creature with a Fragment of Possibility from a Luxon Beacon can't gain another Fragment of Possibility from any source.
When a creature with a Fragment of Possibility makes an attack roll, an ability check, or a saving throw, it can expend its fragment to roll an additional d20 and choose which of the d20s to use. Alternatively, when an attack roll is made against the creature, it can expend its fragment to roll a d20 and choose which of the d20s to use, the one it rolled or the one the attacker rolled.
If the original d20 roll has advantage or disadvantage, the creature rolls its d20 after advantage or disadvantage has been applied to the original roll.
Soul Snare: If a follower of the Luxon who has undergone a ritual of consecution dies within 100 miles of a Luxon Beacon, their soul is ensnared by it. This soul will be reincarnated within the body of a random humanoid baby developing within 100 miles of the beacon.
Source: Explorer's Guide to Wildemount p. 268</text>
</item>
<item>
<name>Mace of the Black Crown</name>
<detail>simple Weapon, Melee Weapon</detail>
<type>M</type>
<weight>4</weight>
<property></property>
<dmg1>1d6</dmg1>
<dmgType>B</dmgType>
<text>This mace has a haft of black iron and a ruby head with a fiendish countenance. Carrying the boon of Asmodeus, it is fit for the most powerful servants of the Nine Hells.
Sentience: The Mace of the Black Crown is a sentient lawful evil weapon with an Intelligence of 20, a Wisdom of 12, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet.
The weapon communicates telepathically with its wielder and can speak, read, and understand Common and Infernal.
Personality: A greedy erinyes named Xartaza lives within the Mace of the Black Crown. Xartaza wants to recruit more souls for Asmodeus, so the weapon pushes its wielder toward lawful evil actions by manipulating the wielder's dreams. A former Blood War general, Xartaza hates demons and relishes crafting sound battle plans in any conflict.
Dormant: The mace grants the following benefits in its dormant state:
• You can speak, read, and write Infernal.
• You gain a +1 bonus to attack and damage rolls made with this magic weapon.
• While holding the mace, you can use a bonus action to speak its Infernal command word, causing flames to erupt from the head. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the mace is ablaze, it deals an extra 1d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you are no longer holding the mace.
• While holding the mace, you can use an action to summon an imp. Any devil you summon with this mace is friendly to you and your companions for the duration. The imp obeys any verbal commands that you issue to it and returns to the Nine Hells 10 minutes after you summoned it. This property can't be used again until the next dawn.
Awakened: When the mace reaches an awakened state, it gains the following properties:
• The weapon's bonus to attack and damage rolls increases to +2, and the extra fire damage dealt by the weapon when it is ignited increases to 2d6.
• The weapon's Summon Devil feature can also be used to summon a bearded devil.
• You have resistance to poison damage while holding this weapon.
Exalted: When the mace reaches an exalted state, it gains the following properties:
• The weapon's bonus to attack and damage rolls increases to +3, and the extra fire damage dealt by the weapon when it is ignited increases to 3d6. Fire damage dealt by the mace ignores resistance to fire damage.
• The weapon's Summon Devil feature can also be used to summon a barbed devil.
• You have resistance to fire damage while you hold this weapon.
Betrayer Artifact Properties: The Arms of the Betrayers advance in power in the same manner as the Vestiges of Divergence. In its dormant state, each of these artifacts has one minor beneficial property and one minor detrimental property. When the artifact attains an awakened state, it gains an additional minor beneficial property and an additional minor detrimental property. When the item reaches its exalted state, it gains a major beneficial property. See "Artifact Properties" in chapter 7 of the Dungeon Master's Guide for more information.
Source: Explorer's Guide to Wildemount p. 276</text>
<roll>1d6</roll>
<roll>2d6</roll>
<roll>3d6</roll>
</item>
<item>
<name>Moorbounder</name>
<detail>Mount</detail>
<type>G</type>
<weight></weight>
<value>400.0</value>
<property></property>
<text>Beasts of burden are common throughout Xhorhas, and often horses and other riding animals are the best or only option. For those who require speed and have a little more coin to spend, the best option is often a moorbounder. However, moorbounders that haven't undergone proper training or established bonds of trust with their masters tend to attack and even eat their riders.
Moorbounders can cost anywhere from 300 to 500 gp each. They're often cheaper and more abundant in towns on the wastes than in cities like Rosohna.
Source: Explorer's Guide to Wildemount p. 132</text>
</item>
<item>
<name>Muroosa Balm</name>
<detail></detail>
<type>P</type>
<weight></weight>
<value>100.0</value>
<property></property>
<text>This paste made from the muroosa bush is known to help prevent sunburn, but it is also a fire retardant. After spending 1 minute applying a quarter pint of muroosa balm to your skin, you gain resistance against fire damage for 1 hour.
A dose of muroosa balm sufficient for treating sunburn costs 1 gp.
Source: Explorer's Guide to Wildemount p. 70</text>
</item>
<item>
<name>Needle of Mending</name>
<detail>simple Weapon, Melee Weapon</detail>
<type>M</type>
<weight>1</weight>
<value>2.0</value>
<property>F,L,T</property>
<dmg1>1d4</dmg1>
<dmgType>P</dmgType>
<range>20/60</range>
<text>This weapon is a magic dagger disguised as a sewing needle. When you hold it and use a bonus action to speak its command word, it transforms into a dagger or back into a needle.
You gain a +1 bonus to attack and damage rolls made with the dagger. While holding it, you can use an action to cast the mending cantrip from it.
Source: Explorer's Guide to Wildemount p. 268</text>
</item>
<item>
<name>Nightfall Pearl</name>
<detail>Wondrous item</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>Used to summon night, this 6-inch-diameter, jet-black orb is cold to the touch. You can spend 10 minutes to activate it, causing the area within 10 miles of it at the moment of activation to become night even if it is daytime. This night lasts for 24 hours, until you cancel it as an action, or until your attunement to the pearl ends. Once used, the pearl can't be used again for 24 hours.
Source: Explorer's Guide to Wildemount p. 268</text>
</item>
<item>
<name>Olisuba Leaf</name>
<detail></detail>
<type>P</type>
<weight></weight>
<value>50.0</value>
<property></property>
<text>These dried leaves of the Olisuba tree, when steeped to make a tea, can help a body recover from strenuous activity. If you drink a dose of Olisuba tea during a long rest, your exhaustion level is reduced by 2 instead of 1 at the end of that long rest.
Source: Explorer's Guide to Wildemount p. 70</text>
</item>
<item>
<name>Orb of the Veil</name>
<detail>Wondrous item, Cursed item</detail>
<type>W</type>
<magic>1</magic>
<weight>3</weight>
<property></property>
<text>This onyx sphere bears deep, spiraling grooves and dangles from an iron chain. While the orb is on your person, you gain the following benefits:
 Your Wisdom score increases by 2, as does your maximum for that score.
 You gain darkvision out to a range of 60 feet. If you already have darkvision, the orb increases its range by 60 feet.
 You have advantage on Wisdom checks to find hidden doors and paths.
Curse: The orb is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the orb, keeping it on your person at all times. All nonmagical flames within 30 feet of you automatically extinguish, and fire damage dealt by you is halved.
Source: Explorer's Guide to Wildemount p. 268</text>
</item>
<item>
<name>Potion of Maximum Power</name>
<detail></detail>
<type>P</type>
<weight></weight>
<property></property>
<text>The first time you cast a damage-dealing spell of 4th level or lower within 1 minute after drinking the potion, instead of rolling dice to determine the damage dealt, you can instead use the highest number possible for each die.
This glowing purple liquid smells of sugar and plum, but it has a muddy taste.
Source: Explorer's Guide to Wildemount p. 268</text>
</item>
<item>
<name>Potion of Possibility</name>
<detail></detail>
<type>P</type>
<weight></weight>
<property></property>
<text>When you drink this clear potion, you gain two Fragments of Possibility, each of which looks like a Tiny, grayish bead of energy that follows you around, staying within 1 foot of you at all times. Each fragment lasts for 8 hours or until used.
When you make an attack roll, an ability check, or a saving throw, you can expend your fragment to roll an additional d20 and choose which of the d20s to use. Alternatively, when an attack roll is made against you, you can expend your fragment to roll a d20 and choose which of the d20s to use, the one you rolled or the one the attacker rolled.
If the original d20 roll has advantage or disadvantage, you roll your d20 after advantage or disadvantage has been applied to the original roll.
While you have one or more Fragments of Possibility from this potion, you can't gain another Fragment of Possibility from any source.
Source: Explorer's Guide to Wildemount p. 268</text>
</item>
<item>
<name>Pride Silk</name>
<detail>Adventuring Gear</detail>
<type>G</type>
<weight>1</weight>
<value>100.0</value>
<property></property>
<text>The hearty silk unique to the region has long been a point of pride with the locals. When processed and woven properly, the resulting cloth is pride silk: an extremely flexible material with the durability of tanned leather. Pride silk has become a favorite cloth for use on military ship sails, war banners, and other utilitarian applications, but has also gained popularity in affluent circles. High-end clothing made from pride silk is both fashionable and protective, leading many nobles and wealthy merchants to seek full outfits and formal gowns made with it. The tailors skilled enough to create such outfits are few and far between, so while pride silk might be expensive as a raw material, outfits made of the cloth are prohibitively expensive for most common folk.
Source: Explorer's Guide to Wildemount p. 103</text>
</item>
<item>
<name>Pride Silk Outfit</name>
<detail>Adventuring Gear</detail>
<type>G</type>
<weight>4</weight>
<value>500.0</value>
<property></property>
<text>An outfit made of pride silk weighs 4 pounds and costs 500 gp. If you aren't wearing armor, your base Armor Class is 11 + your Dexterity modifier while wearing it.
Source: Explorer's Guide to Wildemount p. 103</text>
</item>
<item>
<name>Reincarnation Dust</name>
<detail>Wondrous item</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>When this small pouch of purple dust is sprinkled on a dead humanoid or a piece of a dead humanoid, the dust is absorbed by the remains. If willing, the dead creature returns to life with a new body as if the reincarnate spell had been cast on the remains.
Source: Explorer's Guide to Wildemount p. 268</text>
</item>
<item>
<name>Ring of Obscuring</name>
<detail></detail>
<type>RG</type>
<weight></weight>
<property></property>
<text>This band of iron resembles a skull and is cold to the touch. It has 3 charges and regains 1d3 expended charges daily at dawn. As an action while wearing the ring, you can expend 1 of its charges to cast the fog cloud spell from it, with the following changes: the cloud is centered on you when it first appears, and the spell lasts for 1 minute (no concentration required).
Source: Explorer's Guide to Wildemount p. 269</text>
<roll>1d3</roll>
</item>
<item>
<name>Ring of Temporal Salvation</name>
<detail></detail>
<type>RG</type>
<weight></weight>
<property></property>
<text>If you die while wearing this gray crystal ring, you vanish and reappear in an unoccupied space within 5 feet of the space you left (or the nearest unoccupied space). You have a number of hit points equal to 3d6 + your Constitution modifier. If your hit point maximum is lower than the number of hit points you regain, your hit point maximum rises to a similar amount. If you have any levels of exhaustion, reduce your level of exhaustion by 1. Once the ring is used, it turns to dust and is destroyed.
Source: Explorer's Guide to Wildemount p. 269</text>
<roll>3d6</roll>
</item>
<item>
<name>Rod of Retribution</name>
<detail></detail>
<type>RD</type>
<weight>2</weight>
<property></property>
<text>This adamantine rod is tipped with a glowing crystalline eye. The rod has 3 charges and regains all its expended charges daily at dawn.
When a creature you can see within 60 feet of you damages you while you are holding this rod, you can use your reaction to expend 1 of the rod's charges to force the creature to make a DC 13 Dexterity saving throw. The creature takes 2d10 lightning damage on a failed save, or half as much damage on a successful one.
Source: Explorer's Guide to Wildemount p. 269</text>
<roll>2d10</roll>
</item>
<item>
<name>Ruin's Wake</name>
<detail>simple Weapon, Melee Weapon</detail>
<type>M</type>
<weight>3</weight>
<property>T,V</property>
<dmg1>1d6</dmg1>
<dmg2>1d8</dmg2>
<dmgType>P</dmgType>
<range>20/60</range>
<text>This spear is made from the ivory bone of an ancient gold dragon and carved with an Orc hymn to Gruumsh.
Sentience: Ruin's Wake is a sentient chaotic evil weapon with an Intelligence of 20, a Wisdom of 16, and a Charisma of 22. It has hearing and darkvision out to a range of 120 feet.
The weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal, Common, and Orc.
Personality: A slaughter-loving balor named Yarrowish lives within Ruin's Wake. The weapon desires only to draw blood and pushes its wielder to solve problems with violence.
Dormant: The spear grants the following benefits in its dormant state:
• You can speak, read, and write Abyssal and Orc.
• You gain a +1 bonus to attack and damage rolls made with this magic weapon, and it deals an extra 1d8 piercing damage to any target it hits. Immediately after you make a ranged attack with this weapon, it flies back to your hand.
• As a reaction when you are hit by a melee attack, you can make a melee attack with Ruin's Wake with advantage against the attacker. You can't use this property again until you finish a short or long rest.
Awakened: When the spear reaches an awakened state, it gains the following properties:
• The weapon's bonus to attack and damage rolls increases to +2, and the extra piercing damage dealt by the weapon increases to 2d8.
• When you hurl the spear and speak a command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a creature you can see within 120 feet of you. Each creature in the line, excluding you, must make a DC 15 Dexterity saving throw, taking 8d6 lightning damage on a failed save, or half as much damage on a successful one. Ruin's Wake then returns to your hand. This property can't be used again until the next dawn.
Exalted: When the spear reaches an exalted state, it gains the following properties:
• The weapon's bonus to attack and damage rolls increases to +3.
• While holding the spear, you can let out a battle cry as a bonus action. Each creature you choose within 30 feet of you gains advantage on attack rolls until the start of your next turn. This property can't be used again until the next dawn.
• When you reduce a creature to 0 hit points with an attack from the spear, you can regain hit points equal to the damage you dealt with the attack. This property can't be used again until the next dawn.
Betrayer Artifact Properties: The Arms of the Betrayers advance in power in the same manner as the Vestiges of Divergence. In its dormant state, each of these artifacts has one minor beneficial property and one minor detrimental property. When the artifact attains an awakened state, it gains an additional minor beneficial property and an additional minor detrimental property. When the item reaches its exalted state, it gains a major beneficial property. See "Artifact Properties" in chapter 7 of the Dungeon Master's Guide for more information.
Source: Explorer's Guide to Wildemount p. 277</text>
<roll>1d8</roll>
<roll>2d8</roll>
<roll>8d6</roll>
</item>
<item>
<name>Silken Spite</name>
<detail>martial Weapon, Melee Weapon</detail>
<type>M</type>
<weight>2</weight>
<property>F,M</property>
<dmg1>1d8</dmg1>
<dmgType>P</dmgType>
<text>The blade of this rapier is made of spider silk. Its onyx pommel is tipped with a ruby cut in the shape of a spider, and the blade carries the blessing of Lolth.
Sentience: Silken Spite is a sentient chaotic evil weapon with an Intelligence of 13, a Wisdom of 15, and a Charisma of 15. It has hearing and darkvision out to a range of 120 feet.
The weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal, Common, Elvish, and Undercommon.
Personality: A murderous yochlol named Sinnafex lives within Silken Spite. The weapon speaks in whispers, pushing its wielder to trust no one and to kill those who cause the slightest personal offense.
Dormant: The rapier grants the following benefits in its dormant state:
• You can speak, read, and write Abyssal, Elvish, and Undercommon.
• You have darkvision out to a range of 60 feet. If you already have darkvision, being attuned to the rapier increases the range of your darkvision by 60 feet.
• You gain a +1 bonus to attack and damage rolls made with this magic weapon.
• You can use an action to cause poison to coat the rapier's blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 13 Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also unconscious while poisoned in this way. The creature wakes up if it takes damage or if another creature uses its action to shake the creature awake.
• While carrying the rapier, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. Additionally, you can't be caught in webs of any sort and can move through webs as if they were difficult terrain.
Awakened: The rapier grants the following benefits in its awakened state:
• The weapon's bonus to attack and damage rolls increases to +2.
• The saving throw DC for the weapon's poison increases to 15.
• While holding the rapier, you can use an action to cast one of the following spells from it (save DC 15): cloudkill, darkness, levitate, or web. Once a spell has been cast using the rapier, that spell can't be cast from the rapier again until the next dawn.
Exalted: The rapier grants the following benefits in its exalted state:
• The weapon's bonus to attack and damage rolls increases to +3.
• The saving throw DC for the weapon's poison and spells cast from the weapon increases to 17.
• Magical darkness doesn't impede your darkvision.
• While holding the weapon in dim light or darkness, you can use a bonus action to teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. This property can't be used again until the next dawn.
Betrayer Artifact Properties: The Arms of the Betrayers advance in power in the same manner as the Vestiges of Divergence. In its dormant state, each of these artifacts has one minor beneficial property and one minor detrimental property. When the artifact attains an awakened state, it gains an additional minor beneficial property and an additional minor detrimental property. When the item reaches its exalted state, it gains a major beneficial property. See "Artifact Properties" in chapter 7 of the Dungeon Master's Guide for more information.
Source: Explorer's Guide to Wildemount p. 277</text>
</item>
<item>
<name>Skyship</name>
<detail>Vehicle (air)</detail>
<type>G</type>
<weight></weight>
<value>100000.0</value>
<property></property>
<text>Source: Explorer's Guide to Wildemount p. 72</text>
</item>
<item>
<name>Soothsalts</name>
<detail></detail>
<type>P</type>
<weight></weight>
<value>150.0</value>
<property></property>
<text>Soothsalts are derived from a naturally occurring crystalline substance discovered throughout the wilds of the Miskath Strand. The crimson crystals have been mined from cavernous veins like those in the mouth of the Miskath Pit and found within smaller geode formations near sites ravaged by the Calamity. Soothsalts are consumed orally in lozenge-sized doses, and frequent users can be identified by the telltale crimson stain around their mouths. A creature subjected to a dose of soothsalts gains advantage on all Intelligence checks for 1d4 hours.
For each dose of soothsalts consumed, the creature must succeed on a DC 15 Constitution saving throw or gain one level of exhaustion—an effect which is cumulative with multiple doses.
Source: Explorer's Guide to Wildemount p. 152</text>
<roll>1d4</roll>
</item>
<item>
<name>Spell Bottle</name>
<detail>Wondrous item</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>This glass bottle can store one spell of up to 5th level at a time. When found, roll a d6 and subtract 1; the total determines the level of spell in the bottle (the DM chooses the spell, and 0 means the bottle is empty). A swirling blue vapor fills the bottle while it contains a spell.
When the bottle is empty, any creature can cast a spell of 1st through 5th level into it by touching it while casting. The spell has no effect other than to be stored in the bottle.
While holding the bottle, you can cast the spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The bottle becomes empty once the spell is cast.
If you're holding the empty bottle when you see a creature casting a spell within 60 feet of you, you can open the bottle as a reaction in an attempt to interrupt the spell. If the creature is casting a spell of 3rd level or lower, the spell has no effect, and it is stored in the bottle. If it is casting a spell of 4th level or higher, make an Intelligence check. The DC equals 10 + the spell's level. On a success, the spell has no effect, and it is stored in the bottle.
Source: Explorer's Guide to Wildemount p. 269</text>
</item>
<item>
<name>Staff of Dunamancy</name>
<detail>Staff</detail>
<type>ST</type>
<weight>4</weight>
<property>V</property>
<dmg1>1d6</dmg1>
<dmg2>1d8</dmg2>
<dmgType>B</dmgType>
<text>This staff of polished gray wood bears numerous runes carved along its length. The staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns into dust and is destroyed.
While holding the staff, you can use an action to expend 2 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: fortune's favor (2 charges), pulse wave (3 charges), or gravity sinkhole (4 charges).
New Possibility: If you are holding the staff and fail a saving throw against a spell that targets only you, you can turn your failed save into a successful one. This property can't be used again until the next dawn.
Source: Explorer's Guide to Wildemount p. 270</text>
<roll>1d6+4</roll>
</item>
<item>
<name>Staff of the Ivory Claw</name>
<detail>Staff</detail>
<type>ST</type>
<weight>4</weight>
<property>V</property>
<dmg1>1d6</dmg1>
<dmg2>1d8</dmg2>
<dmgType>B</dmgType>
<text>This gray-and-cerulean staff is topped with a small dragon claw carved from ivory. While holding the staff, you gain a +1 bonus to spell attack rolls. Whenever you score a critical hit with a spell attack, the target takes an extra 3d6 radiant damage.
Source: Explorer's Guide to Wildemount p. 270</text>
<roll>3d6</roll>
</item>
<item>
<name>Stormgirdle</name>
<detail>Wondrous item</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>A Stormgirdle is a wide belt made of thick leather branded with the symbol of Kord. The girdle's clasps are made from dragon ivory.
Dormant: While wearing the Stormgirdle in its dormant state, you have resistance to lightning damage and thunder damage, and your Strength score becomes 21 if it isn't already 21 or higher. In addition, you can use an action to become a Storm Avatar for 1 minute, gaining the following benefits for the duration:
• You have immunity to lightning damage and thunder damage.
• When you hit with a weapon attack that normally deals bludgeoning damage, it deals thunder damage instead. When you hit with a weapon attack that normally deals piercing or slashing damage, it deals lightning damage instead.
• As a bonus action, you can choose one creature you can see within 30 feet of you to be struck by lightning. The target must make a DC 15 Dexterity saving throw, taking 3d6 lightning damage on a failed save, or half as much damage on a successful one.
Once you use the girdle's Storm Avatar property, that property can't be used again until the next dawn.
Awakened: While wearing the Stormgirdle in its awakened state, you gain the following benefits:
• Your Strength score becomes 23 if it isn't already 23 or higher.
• Your Storm Avatar's lightning strike deals 4d6 lightning damage (instead of 3d6).
• While transformed into a Storm Avatar, you gain a flying speed of 30 feet and can hover.
Exalted: While wearing the Stormgirdle in its exalted state, you gain the following benefits:
• Your Strength score becomes 25 if it isn't already 25 or higher.
• Your Storm Avatar's lightning strike deals 5d6 lightning damage (instead of 3d6).
• You can cast the control weather spell from the girdle. This property can't be used again until the next dawn.
Source: Explorer's Guide to Wildemount p. 273</text>
<roll>3d6</roll>
<roll>4d6</roll>
<roll>5d6</roll>
</item>
<item>
<name>The Bloody End</name>
<detail>martial Weapon, Melee Weapon</detail>
<type>M</type>
<weight>4</weight>
<property>M</property>
<dmg1>1d8</dmg1>
<dmgType>P</dmgType>
<text>Carrying the power of Bane, this adamantine morningstar sports foot-long spikes and has a jagged blade on its pommel.
Sentience: The Bloody End is a sentient lawful evil weapon with an Intelligence of 22, a Wisdom of 18, and a Charisma of 24. It has hearing and darkvision out to a range of 120 feet.
The weapon communicates telepathically with its wielder and can speak, read, and understand Common and Infernal.
Personality: A tyrannical pit fiend named Izeelzee lives within The Bloody End. The weapon boisterously pushes its wielder to subjugate others and to never back down from a challenge. If the wielder doesn't demand fealty from others, the weapon is happy to demand it on their behalf.
Dormant: The morningstar grants the following benefits in its dormant state:
• You can speak, read, and write Infernal.
• You gain a +1 bonus to attack and damage rolls made with this magic weapon.
• While holding the morningstar, you can use an action to cast one of the following spells from it (save DC 13): charm person, dominate person, or fear. Once a spell has been cast using the morningstar, that spell can't be cast from it again until the next dawn.
• While holding the morningstar, you have advantage on Charisma (Intimidation) checks.
Awakened: When the morningstar reaches an awakened state, it gains the following properties:
• The weapon's bonus to attack and damage rolls increases to +2.
• The saving throw DC for spells cast from the morningstar increases to 15.
• When you reduce a creature to 0 hit points with an attack using The Bloody End, you can cause the following effect: each creature of your choice within 15 feet of you must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of your next turn. This property can't be used again until the next dawn.
• When a creature hits you with a melee attack, you can use your reaction to deal 1d6 psychic damage to the attacker.
Exalted: When the morningstar reaches an exalted state, it gains the following properties:
• The weapon's bonus to attack and damage rolls increases to +3.
• Add dominate monster to the list of spells that can be cast from the morningstar.
• The saving throw DC for spells cast from the morningstar, as well as for creatures to avoid being frightened by it, increases to 17.
• When you use your reaction to deal psychic damage to a creature that hits you with a melee attack, the amount of psychic damage increases to 2d6.
Betrayer Artifact Properties: The Arms of the Betrayers advance in power in the same manner as the Vestiges of Divergence. In its dormant state, each of these artifacts has one minor beneficial property and one minor detrimental property. When the artifact attains an awakened state, it gains an additional minor beneficial property and an additional minor detrimental property. When the item reaches its exalted state, it gains a major beneficial property. See "Artifact Properties" in chapter 7 of the Dungeon Master's Guide for more information.
Source: Explorer's Guide to Wildemount p. 278</text>
<roll>1d6</roll>
<roll>2d6</roll>
</item>
<item>
<name>Theki Root</name>
<detail></detail>
<type>P</type>
<weight></weight>
<value>3.0</value>
<property></property>
<text>This thick marsh root tastes bitter but is thought to aid digestive health. When you use an action to consume a dose, you gain advantage on saving throws against the effects of poisonous or toxic substances for 8 hours.
Source: Explorer's Guide to Wildemount p. 70</text>
</item>
<item>
<name>Verminshroud</name>
<detail>Wondrous item</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>This patchy cloak was pieced together from the pelts of rats found feasting on the dead in Blightshore and is dotted with the bloated corpses of magically preserved insects along its seams.
Dormant: While wearing the Verminshroud in its dormant state, you gain the following benefits:
• You have advantage on Wisdom (Perception) checks that rely on smell, you are immune to disease, and you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the cloak increases the range of your darkvision by 60 feet.
• As an action, you can use the Verminshroud to cast polymorph on yourself, transforming into a giant rat or rat while retaining your Intelligence, Wisdom, and Charisma scores, as well as the properties of the cloak. This property can't be used again until the next dawn.
Awakened: While wearing the Verminshroud in its awakened state, you gain the following benefits:
• You have resistance to poison damage.
• You can use an action to cast the insect plague spell (save DC 15) from the Verminshroud, requiring no material components. This property can't be used again until the next dawn.
• When you cast the polymorph spell using the Verminshroud, you can transform into a giant wasp.
Exalted: While wearing the Verminshroud in its exalted state, you gain the following benefits:
• You gain a climbing speed equal to your walking speed.
• Your teeth become razor-sharp natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. You can make this attack as a bonus action. When you bite a creature and deal damage to it, the creature must succeed on a DC 17 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the condition on itself on a success.
• When you cast the polymorph spell using the Verminshroud, you can transform into a giant scorpion.
Source: Explorer's Guide to Wildemount p. 273</text>
<roll>1d6</roll>
</item>
<item>
<name>Vox Seeker</name>
<detail>Wondrous item</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>This clockwork device resembles a metal crab the size of a dinner plate. Every action used to wind up the device allows it to operate for 1 minute, to a maximum of 10 minutes. While operational, the item uses the accompanying Vox Seeker stat block. This automaton is under the DM's control. A vox seeker reduced to 0 hit points is destroyed.
Source: Explorer's Guide to Wildemount p. 270</text>
</item>
<item>
<name>Will of the Talon</name>
<detail>martial Weapon, Melee Weapon</detail>
<type>M</type>
<weight>2</weight>
<property>M</property>
<dmg1>1d8</dmg1>
<dmgType>P</dmgType>
<text>Black, blue, green, red, and white gems carved in the form of dragon heads cover this ostentatious gold war pick, marking it as a weapon channeling the power of Tiamat.
Sentience: Will of the Talon is a sentient lawful evil weapon with an Intelligence of 14, a Wisdom of 15, and a Charisma of 19. It has hearing and darkvision out to a range of 120 feet.
The weapon communicates telepathically with its wielder and can speak, read, and understand Common, Draconic, and Infernal.
Personality: A short-tempered bone devil named Ashtyrlon lives within Will of the Talon. The weapon is greedy and values strong leadership. It demands that its wielder take decisive action to keep order in high-pressure situations—and to always take a fair share of treasure in return.
Dormant: The war pick grants the following benefits in its dormant state:
• You can speak, read, and write Draconic and Infernal.
• You gain a +1 bonus to attack and damage rolls made with this magic weapon.
• As a bonus action while holding the war pick, you can cause the following effect: each creature of your choice that is within 30 feet of you and is aware of you must succeed on a DC 13 Wisdom saving throw or become frightened of you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to your Frightful Presence for the next 24 hours. This property can't be used again until the next dawn.
• While holding the war pick, you can use your action to exhale destructive energy. Pick a damage type from the Will of the Talon Breath Weapons table. Each creature in the area of the exhalation must make a DC 13 saving throw, the type of which is specified in the table. A creature takes 3d6 damage on a failed save, or half as much damage on a successful one.
When you use the war pick to unleash a breath weapon of a specific damage type, you can't choose that same damage type again until the next dawn.
Will of the Talon Breath Weapons
Damage Type | Area | Saving Throw
Acid | 5 ft. wide, 30 ft. long line | Dexterity
Cold | 15 ft. cone | Constitution
Fire | 15 ft. cone | Dexterity
Lightning | 5 ft. wide, 30 ft. long line | Dexterity
Poison | 15 ft. cone | Constitution
Awakened: When the war pick reaches an awakened state, it gains the following properties:
• The weapon's bonus to attack and damage rolls increases to +2.
• The saving throw DC for the war pick's Breath Weapon property increases to 15, and that property deals 4d6 damage on a failed save, or half as much damage on a successful one.
• The saving throw DC for the war pick's Frightful Presence property increases to 15.
• While carrying the weapon, you have resistance to acid, cold, fire, lightning, and poison damage.
Exalted: When the war pick reaches an exalted state, it gains the following properties:
• The weapon's bonus to attack and damage rolls increases to +3.
• The saving throw DC for the war pick's Breath Weapon property increases to 17, and that property deals 5d6 damage on a failed save, or half as much damage on a successful one.
• The saving throw DC for the war pick's Frightful Presence property increases to 17.
Betrayer Artifact Properties: The Arms of the Betrayers advance in power in the same manner as the Vestiges of Divergence. In its dormant state, each of these artifacts has one minor beneficial property and one minor detrimental property. When the artifact attains an awakened state, it gains an additional minor beneficial property and an additional minor detrimental property. When the item reaches its exalted state, it gains a major beneficial property. See "Artifact Properties" in chapter 7 of the Dungeon Master's Guide for more information.
Source: Explorer's Guide to Wildemount p. 279</text>
<roll>3d6</roll>
<roll>4d6</roll>
<roll>5d6</roll>
</item>
<item>
<name>Willowshade Oil</name>
<detail></detail>
<type>P</type>
<weight></weight>
<value>30.0</value>
<property></property>
<text>A dark blue oil can be extracted from the rare fruit of the willowshade plant. A creature can use its action to apply the oil to another creature that has been petrified for less than 1 minute, causing the petrified condition on that creature to end at the start of what would be that creature's next turn.
Source: Explorer's Guide to Wildemount p. 70</text>
</item>
<item>
<name>Wreath of the Prism</name>
<detail>Wondrous item</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>This loop of golden thorns is inset with dozens of gems representing the five colors of Tiamat.
Dormant: While wearing the wreath in its dormant state, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the wreath increases the range of your darkvision by 60 feet.
When you hit a beast, dragon, or monstrosity of challenge rating 5 or lower with an attack, or when you grapple it, you can use the wreath to cast dominate monster on the creature (save DC 13). On a successful save, the target is immune to the power of the wreath for 24 hours. On a failure, a shimmering, golden image of the wreath appears as a collar around the target's neck or as a crown on its head (your choice) until it is no longer charmed by the spell. If you use the wreath to charm a second creature, the first spell immediately ends. When the spell ends, the target knows it was charmed by you.
Awakened: Once the Wreath of the Prism reaches an awakened state, it gains the following benefits:
• You can affect creatures of challenge rating 10 or lower with the wreath.
• The save DC of the wreath's spell increases to 15.
Exalted: Once the Wreath of the Prism reaches an exalted state, it gains the following benefits:
• You can affect creatures of challenge rating 15 or lower with the wreath.
• The save DC of the wreath's spell increases to 17.
Source: Explorer's Guide to Wildemount p. 274</text>
</item>
</compendium>

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<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<race>
<name>Orc</name>
<size>M</size>
<speed>30</speed>
<ability>Str 2, Con 1</ability>
<proficiency></proficiency>
<spellAbility></spellAbility>
<trait>
<name>Description</name>
<text>Source: Explorer's Guide to Wildemount p. 178</text>
</trait>
<trait>
<name>Age</name>
<text>Orcs reach adulthood at age 16, and live up to 80 years.
</text>
</trait>
<trait>
<name>Alignment</name>
<text>Orcs fear the curse of ruin that is said to plague their race, and tend strongly toward either chaos (accepting their fate), or toward law (rejecting it).
</text>
</trait>
<trait>
<name>Size</name>
<text>Orcs stand easily 8 feet tall and corded with powerful muscles, weighing up to 280 pounds. Your size is Medium.
</text>
</trait>
<trait>
<name>Darkvision</name>
<text>You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
</text>
</trait>
<trait>
<name>Aggressive</name>
<text>As a bonus action, you can move up to your movement speed toward a hostile creature you can see or hear. You must end this move closer to the enemy than you started.
</text>
</trait>
<trait>
<name>Primal Intuition</name>
<text>You have proficiency in two of the following skills of your choice: Animal Handling, Insight, Intimidation, Medicine, Perception, and Survival.
</text>
</trait>
<trait>
<name>Powerful Build</name>
<text>You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
</text>
</trait>
<trait>
<name>Languages</name>
<text>You can speak, read, and write Common and Orc.
</text>
</trait>
</race>
</compendium>

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@@ -0,0 +1,262 @@
<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<spell>
<name>Dark Star</name>
<classes>Wizard (Graviturgy)</classes>
<level>8</level>
<school>EV</school>
<ritual>NO</ritual>
<time>1 action</time>
<range>150 feet</range>
<components>V, S, M (a shard of onyx and a drop of the caster's blood, both of which the spell consumes)</components>
<duration>Concentration, up to 1 minute</duration>
<text>This spell creates a sphere centered on a point you choose within range. The sphere can have a radius of up to 40 feet. The area within this sphere is filled with magical darkness and crushing gravitational force.
For the duration, the spell's area is difficult terrain. A creature with darkvision can't see through the magical darkness, and nonmagical light can't illuminate it. No sound can be created within or pass through the area. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.
Any creature that enters the spell's area for the first time on a turn or starts its turn there must make a Constitution saving throw. The creature takes 8d10 force damage on a failed save, or half as much damage on a successful one. A creature reduced to 0 hit points by this damage is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust.
Source: Explorer's Guide to Wildemount p. 186</text>
<roll>8d10</roll>
</spell>
<spell>
<name>Fortune's Favor</name>
<classes>Wizard (Chronurgy), Wizard (Graviturgy)</classes>
<level>2</level>
<school>D</school>
<ritual>NO</ritual>
<time>1 minute</time>
<range>Touch</range>
<components>V, S, M (a white pearl worth at least 100 gp, which the spell consumes)</components>
<duration>1 hour</duration>
<text>You impart latent luck to yourself or one willing creature you can see within range. When the chosen creature makes an attack roll, an ability check, or a saving throw before the spell ends, it can dismiss this spell on itself to roll an additional d20 and choose which of the d20s to use. Alternatively, when an attack roll is made against the chosen creature, it can dismiss this spell on itself to roll a d20 and choose which of the d20s to use, the one it rolled or the one the attacker rolled.
If the original d20 roll has advantage or disadvantage, the creature rolls the additional d20 after advantage or disadvantage has been applied to the original roll.
At Higher Levels:
When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Source: Explorer's Guide to Wildemount p. 186</text>
</spell>
<spell>
<name>Gift of Alacrity</name>
<classes>Wizard (Chronurgy)</classes>
<level>1</level>
<school>D</school>
<ritual>NO</ritual>
<time>1 minute</time>
<range>Touch</range>
<components>V, S</components>
<duration>8 hours</duration>
<text>You touch a willing creature. For the duration, the target can add 1d8 to its initiative rolls.
Source: Explorer's Guide to Wildemount p. 186</text>
<roll>1d8</roll>
</spell>
<spell>
<name>Gravity Fissure</name>
<classes>Wizard (Graviturgy)</classes>
<level>6</level>
<school>EV</school>
<ritual>NO</ritual>
<time>1 action</time>
<range>Self (100-foot line)</range>
<components>V, S, M (a fistful of iron filings)</components>
<duration>Instantaneous</duration>
<text>You manifest a ravine of gravitational energy in a line originating from you that is 100 feet long and 5 feet wide. Each creature in that line must make a Constitution saving throw, taking 8d8 force damage on a failed save, or half as much damage on a successful one.
Each creature within 10 feet of the line but not in it must succeed on a Constitution saving throw or take 8d8 force damage and be pulled toward the line until the creature is in its area.
At Higher Levels:
When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.
Source: Explorer's Guide to Wildemount p. 187</text>
<roll>8d8</roll>
<roll>9d8</roll>
<roll>10d8</roll>
<roll>11d8</roll>
</spell>
<spell>
<name>Gravity Sinkhole</name>
<classes>Wizard (Graviturgy)</classes>
<level>4</level>
<school>EV</school>
<ritual>NO</ritual>
<time>1 action</time>
<range>120 feet</range>
<components>V, S, M (a black marble)</components>
<duration>Instantaneous</duration>
<text>A 20-foot-radius sphere of crushing force forms at a point you can see within range and tugs at the creatures there. Each creature in the sphere must make a Constitution saving throw. On a failed save, the creature takes 5d10 force damage and is pulled in a straight line toward the center of the sphere, ending in an unoccupied space as close to the center as possible (even if that space is in the air). On a successful save, the creature takes half as much damage and isn't pulled.
At Higher Levels:
When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.
Source: Explorer's Guide to Wildemount p. 187</text>
<roll>5d10</roll>
<roll>6d10</roll>
<roll>7d10</roll>
<roll>8d10</roll>
<roll>9d10</roll>
<roll>10d10</roll>
</spell>
<spell>
<name>Immovable Object</name>
<classes>Wizard (Graviturgy)</classes>
<level>2</level>
<school>T</school>
<ritual>NO</ritual>
<time>1 action</time>
<range>Touch</range>
<components>V, S, M (gold dust worth at least 25 gp, which the spell consumes)</components>
<duration>1 hour</duration>
<text>You touch an object that weighs no more than 10 pounds and cause it to become magically fixed in place. You and the creatures you designate when you cast this spell can move the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute.
If the object is fixed in the air, it can hold up to 4,000 pounds of weight. More weight causes the object to fall. Otherwise, a creature can use an action to make a Strength check against your spell save DC. On a success, the creature can move the object up to 10 feet.
At Higher Levels:
If you cast this spell using a spell slot of 4th or 5th level, the DC to move the object increases by 5, it can carry up to 8,000 pounds of weight, and the duration increases to 24 hours. If you cast this spell using a spell slot of 6th level or higher, the DC to move the object increases by 10, it can carry up to 20,000 pounds of weight, and the effect is permanent until dispelled.
Source: Explorer's Guide to Wildemount p. 187</text>
</spell>
<spell>
<name>Magnify Gravity</name>
<classes>Wizard (Graviturgy)</classes>
<level>1</level>
<school>T</school>
<ritual>NO</ritual>
<time>1 action</time>
<range>60 feet</range>
<components>V, S</components>
<duration>1 round</duration>
<text>The gravity in a 10-foot-radius sphere centered on a point you can see within range increases for a moment. Each creature in the sphere on the turn when you cast the spell must make a Constitution saving throw. On a failed save, a creature takes 2d8 force damage, and its speed is halved until the end of its next turn. On a successful save, a creature takes half as much damage and suffers no reduction to its speed.
Until the start of your next turn, any object that isn't being worn or carried in the sphere requires a successful Strength check against your spell save DC to pick up or move.
At Higher Levels:
When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Source: Explorer's Guide to Wildemount p. 188</text>
<roll>2d8</roll>
<roll>3d8</roll>
<roll>4d8</roll>
<roll>5d8</roll>
<roll>6d8</roll>
<roll>7d8</roll>
<roll>8d8</roll>
<roll>9d8</roll>
<roll>10d8</roll>
</spell>
<spell>
<name>Pulse Wave</name>
<classes>Wizard (Chronurgy), Wizard (Graviturgy)</classes>
<level>3</level>
<school>EV</school>
<ritual>NO</ritual>
<time>1 action</time>
<range>Self (30-foot cone)</range>
<components>V, S</components>
<duration>Instantaneous</duration>
<text>You create intense pressure, unleash it in a 30-foot cone, and decide whether the pressure pulls or pushes creatures and objects. Each creature in that cone must make a Constitution saving throw. A creature takes 6d6 force damage on a failed save, or half as much damage on a successful one. And every creature that fails the save is either pulled 15 feet toward you or pushed 15 feet away from you, depending on the choice you made for the spell.
In addition, unsecured objects that are completely within the cone are likewise pulled or pushed 15 feet.
At Higher Levels:
When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 and the distance pulled or pushed increases by 5 feet for each slot level above 3rd.
Source: Explorer's Guide to Wildemount p. 188</text>
<roll>6d6</roll>
<roll>1d6</roll>
</spell>
<spell>
<name>Ravenous Void</name>
<classes>Wizard (Graviturgy)</classes>
<level>9</level>
<school>EV</school>
<ritual>NO</ritual>
<time>1 action</time>
<range>1000 feet</range>
<components>V, S, M (a small, nine-pointed star made of iron)</components>
<duration>Concentration, up to 1 minute</duration>
<text>You create a 20-foot-radius sphere of destructive gravitational force centered on a point you can see within range. For the spell's duration, the sphere and any space within 100 feet of it are difficult terrain, and nonmagical objects fully inside the sphere are destroyed if they aren't being worn or carried.
When the sphere appears and at the start of each of your turns until the spell ends, unsecured objects within 100 feet of the sphere are pulled toward the sphere's center, ending in an unoccupied space as close to the center as possible.
A creature that starts its turn within 100 feet of the sphere must succeed on a Strength saving throw or be pulled straight toward the sphere's center, ending in an unoccupied space as close to the center as possible. A creature that enters the sphere for the first time on a turn or starts its turn there takes 5d10 force damage and is restrained until it is no longer in the sphere. If the sphere is in the air, the restrained creature hovers inside the sphere. A creature can use its action to make a Strength check against your spell save DC, ending this restrained condition on itself or another creature in the sphere that it can reach. A creature reduced to 0 hit points by this spell is annihilated, along with any nonmagical items it is wearing or carrying.
Source: Explorer's Guide to Wildemount p. 188</text>
<roll>5d10</roll>
</spell>
<spell>
<name>Reality Break</name>
<classes>Wizard (Chronurgy)</classes>
<level>8</level>
<school>C</school>
<ritual>NO</ritual>
<time>1 action</time>
<range>60 feet</range>
<components>V, S, M (a crystal prism)</components>
<duration>Concentration, up to 1 minute</duration>
<text>You shatter the barriers between realities and timelines, thrusting a creature into turmoil and madness. The target must succeed on a Wisdom saving throw, or it can't take reactions until the spell ends. The affected target must also roll a d10 at the start of each of its turns; the number rolled determines what happens to the target, as shown on the Reality Break Effects table.
At the end of each of its turns, the affected target can repeat the Wisdom saving throw, ending the spell on itself on a success.
Reality Break Effects
d10 | Effect
1-2 | Vision of the Far Realm. The target takes 6d12 psychic damage, and it is stunned until the end of the turn.
3-5 | Rending Rift. The target must make a Dexterity saving throw, taking 8d12 force damage on a failed save, or half as much damage on a successful one.
6-8 | Wormhole. The target is teleported, along with everything it is wearing and carrying, up to 30 feet to an unoccupied space of your choice that you can see. The target also takes 10d12 force damage and is knocked prone.
9-10 | Chill of the Dark Void. The target takes 10d12 cold damage, and it is blinded until the end of the turn.
Source: Explorer's Guide to Wildemount p. 189</text>
<roll>6d12</roll>
<roll>8d12</roll>
<roll>10d12</roll>
</spell>
<spell>
<name>Sapping Sting</name>
<classes>Wizard (Chronurgy), Wizard (Graviturgy)</classes>
<level>0</level>
<school>N</school>
<ritual>NO</ritual>
<time>1 action</time>
<range>30 feet</range>
<components>V, S</components>
<duration>Instantaneous</duration>
<text>You sap the vitality of one creature you can see in range. The target must succeed on a Constitution saving throw or take 1d4 necrotic damage and fall prone.
This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Source: Explorer's Guide to Wildemount p. 189</text>
<roll>1d4</roll>
<roll>2d4</roll>
<roll>3d4</roll>
<roll>4d4</roll>
</spell>
<spell>
<name>Temporal Shunt</name>
<classes>Wizard (Chronurgy)</classes>
<level>5</level>
<school>T</school>
<ritual>NO</ritual>
<time>1 reaction</time>
<range>120 feet</range>
<components>V, S</components>
<duration>1 round</duration>
<text>You target the triggering creature, which must succeed on a Wisdom saving throw or vanish, being thrown to another point in time and causing the attack to miss or the spell to be wasted. At the start of its next turn, the target reappears where it was or in the closest unoccupied space. The target doesn't remember you casting the spell or being affected by it.
At Higher Levels:
When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. All targets must be within 30 feet of each other.
Source: Explorer's Guide to Wildemount p. 189</text>
</spell>
<spell>
<name>Tether Essence</name>
<classes>Wizard (Chronurgy), Wizard (Graviturgy)</classes>
<level>7</level>
<school>N</school>
<ritual>NO</ritual>
<time>1 action</time>
<range>60 feet</range>
<components>V, S, M (a spool of platinum cord worth at least 250 gp, which the spell consumes)</components>
<duration>Concentration, up to 1 hour</duration>
<text>Two creatures you can see within range must make a Constitution saving throw, with disadvantage if they are within 30 feet of each other. Either creature can willingly fail the save. If either save succeeds, the spell has no effect. If both saves fail, the creatures are magically linked for the duration, regardless of the distance between them. When damage is dealt to one of them, the same damage is dealt to the other one. If hit points are restored to one of them, the same number of hit points are restored to the other one. If either of the tethered creatures is reduced to 0 hit points, the spell ends on both. If the spell ends on one creature, it ends on both.
Source: Explorer's Guide to Wildemount p. 189</text>
</spell>
<spell>
<name>Time Ravage</name>
<classes>Wizard (Chronurgy)</classes>
<level>9</level>
<school>N</school>
<ritual>NO</ritual>
<time>1 action</time>
<range>90 feet</range>
<components>V, S, M (an hourglass filled with diamond dust worth at least 5,000 gp, which the spell consumes)</components>
<duration>Instantaneous</duration>
<text>You target a creature you can see within range, putting its physical form through the devastation of rapid aging. The target must make a Constitution saving throw, taking 10d12 necrotic damage on a failed save, or half as much damage on a successful one. If the save fails, the target also ages to the point where it has only 30 days left before it dies of old age. In this aged state, the target has disadvantage on attack rolls, ability checks, and saving throws, and its walking speed is halved. Only the wish spell or the greater restoration cast with a 9th-level spell slot can end these effects and restore the target to its previous age.
Source: Explorer's Guide to Wildemount p. 189</text>
<roll>10d12</roll>
</spell>
<spell>
<name>Wristpocket</name>
<classes>Wizard (Chronurgy), Wizard (Graviturgy)</classes>
<level>2</level>
<school>C</school>
<ritual>YES</ritual>
<time>1 action</time>
<range>Self</range>
<components>S</components>
<duration>Concentration, up to 1 hour</duration>
<text>You flick your wrist, causing one object in your hand to vanish. The object, which only you can be holding and can weigh no more than 5 pounds, is transported to an extradimensional space, where it remains for the duration.
Until the spell ends, you can use your action to summon the object to your free hand, and you can use your action to return the object to the extradimensional space. An object still in the pocket plane when the spell ends appears in your space, at your feet.
Source: Explorer's Guide to Wildemount p. 190</text>
</spell>
</compendium>

View File

@@ -0,0 +1,48 @@
<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<monster>
<name>Stahlmaster</name>
<size>L</size>
<type>CREATURE</type>
<alignment>Unaligned</alignment>
<ac>16 (natural armor)</ac>
<hp>67 (9d10+18)</hp>
<speed>walk 30 ft.</speed>
<str>18</str>
<dex>10</dex>
<con>14</con>
<int>0</int>
<wis>0</wis>
<cha>0</cha>
<save></save>
<skill></skill>
<languages></languages>
<cr></cr>
<resist></resist>
<immune>poison, psychic</immune>
<vulnerable></vulnerable>
<conditionImmune>blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, unconscious</conditionImmune>
<senses></senses>
<trait>
<name>Pilot</name>
<text>The Stahlmaster requires a Medium humanoid to pilot it. While inside the Stahlmaster, the pilot uses the vehicle's speed and action options and can't take reactions or use bonus actions, and the pilot has total cover. If the Stahlmaster drops to 0 hit points, the pilot is ejected from it and lands prone in an unoccupied space within 5 feet of the vehicle.</text>
</trait>
<action>
<name>Multiattack</name>
<text>The Stahlmaster makes two melee attacks, or one melee attack and one ranged attack.</text>
</action>
<action>
<name>Slam</name>
<text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 9 (1d10 + 4) bludgeoning damage.</text>
<attack>Slam|+6|1d10+4</attack>
</action>
<action>
<name>Shoulder-Mounted Crossbow</name>
<text>Ranged Weapon Attack: +2 to hit, range 30/120 ft., one target. 6 (1d12) piercing damage.</text>
<attack>Shoulder-Mounted Crossbow|+2|1d12</attack>
</action>
<description>
Source: Wildemount: Dangerous Designs p. 235</description>
<environment></environment>
</monster>
</compendium>