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
parent 94441f22ff
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399 changed files with 1648 additions and 1636 deletions

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<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<class>
<name>Cleric</name>
<autolevel level="1">
<feature optional="YES">
<name>Divine Domain: Order Domain</name>
<text>The Order Domain represents discipline, as well as devotion to a society or an institution and strict obedience to the laws governing it. On Ravnica, the domain is favored by clerics of the Azorius Senate, who use it to maintain and enforce the law, and of the Orzhov Syndicate, who exploit law and order for their personal gain. On other worlds, gods who grant access to this domain include Bane, Tyr, Majere, Erathis, Pholtus, Wee Jas, Aureon, Maglubiyet, Nuada, Athena, Anubis, Forseti, and Asmodeus.</text>
<text>The ideal of order is obedience to the law above all else, rather than to a specific individual or the passing influence of emotion or popular rule. Clerics of order are typically concerned with how things are done, rather than whether an action's results are just. Following the law and obeying its edicts is critical, especially when it benefits these clerics and their guilds or deities.</text>
<text>Law establishes hierarchies. Those selected by the law to lead must be obeyed. Those who obey must do so to the best of their ability. In this manner, law creates an intricate web of obligations that allows society to forge order and security in a chaotic multiverse.</text>
<text>At each indicated cleric level, you add the listed spells to your spells prepared.</text>
<text></text>
<text>Order Domain Spells</text>
<text>Cleric Level | Spells</text>
<text>1st | command, heroism</text>
<text>3rd | hold person, zone of truth</text>
<text>5th | mass healing word, slow</text>
<text>7th | compulsion, locate creature</text>
<text>9th | commune, dominate person</text>
<text></text>
<text>Source: Guildmasters' Guide to Ravnica p. 25</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Order Domain: Bonus Proficiencies</name>
<text>When you choose this domain at 1st level, you gain proficiency with heavy armor. You also gain proficiency in the Intimidation or Persuasion skill (your choice).</text>
<text></text>
<text>Source: Guildmasters' Guide to Ravnica p. 25</text>
</feature>
</autolevel>
<autolevel level="1">
<feature optional="YES">
<name>Order Domain: Voice of Authority</name>
<text>Starting at 1st level, you can invoke the power of law to drive an ally to attack. If you cast a spell with a spell slot of 1st level or higher and target an ally with the spell, that ally can use their reaction immediately after the spell to make one weapon attack against a creature of your choice that you can see.</text>
<text>If the spell targets more than one ally, you choose the ally who can make the attack.</text>
<text></text>
<text>Source: Guildmasters' Guide to Ravnica p. 25</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>Order Domain: Channel Divinity: Order's Demand</name>
<text>Starting at 2nd level, you can use your Channel Divinity to exert an intimidating presence over others.</text>
<text>As an action, you present your holy symbol, and each creature of your choice that can see or hear you within 30 feet of you must succeed on a Wisdom saving throw or be charmed by you until the end of your next turn or until the charmed creature takes any damage. You can also cause any of the charmed creatures to drop what they are holding when they fail the saving throw.</text>
<text></text>
<text>Source: Guildmasters' Guide to Ravnica p. 25</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>Order Domain: Embodiment of the Law</name>
<text>At 6th level, you become remarkably adept at channeling magical energy to compel others.</text>
<text>If you cast a spell of the enchantment school using a spell slot of 1st level or higher, you can change the spell's casting time to 1 bonus action for this casting, provided the spell's casting time is normally 1 action.</text>
<text>You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.</text>
<text></text>
<text>Source: Guildmasters' Guide to Ravnica p. 25</text>
</feature>
</autolevel>
<autolevel level="8">
<feature optional="YES">
<name>Order Domain: Blessed Strikes</name>
<text>8th-level cleric Divine Domain feature (replaces Divine Strike)</text>
<text>In battle, you are blessed with divine might. When a creature takes damage from one of your spells or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.</text>
<text></text>
<text>Source: Guildmasters' Guide to Ravnica p. 25</text>
</feature>
</autolevel>
<autolevel level="8">
<feature optional="YES">
<name>Order Domain: Divine Strike</name>
<text>At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.</text>
<text></text>
<text>Source: Guildmasters' Guide to Ravnica p. 25</text>
</feature>
</autolevel>
<autolevel level="17">
<feature optional="YES">
<name>Order Domain: Order's Wrath</name>
<text>Starting at 17th level, enemies you designate for destruction wilt under the combined efforts of you and your allies. If you deal your Divine Strike damage to a creature on your turn, you can curse that creature until the start of your next turn. The next time one of your allies hits the cursed creature with an attack, the target also takes 2d8 psychic damage, and the curse ends. You can curse a creature in this way only once per turn.</text>
<text></text>
<text>Source: Guildmasters' Guide to Ravnica p. 25</text>
</feature>
</autolevel>
</class>
</compendium>

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<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<class>
<name>Druid</name>
<autolevel level="2">
<feature optional="YES">
<name>Druid Circle: Circle of Spores</name>
<text>Druids of the Circle of Spores find beauty in decay. They see within mold and other fungi the ability to transform lifeless material into abundant, albeit somewhat strange, life.</text>
<text>These druids believe that life and death are parts of a grand cycle, with one leading to the other and then back again. Death isn't the end of life, but instead a change of state that sees life shift into a new form.</text>
<text>Druids of this circle have a complex relationship with the undead. Unlike most other druids, they see nothing inherently wrong with undeath, which they consider to be a companion to life and death. But these druids believe that the natural cycle is healthiest when each segment of it is vibrant and changing. Undead that seek to replace all life with undeath, or that try to avoid passing to a final rest, violate the cycle and must be thwarted.</text>
<text></text>
<text>Source: Guildmasters' Guide to Ravnica p. 26</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>Circle of Spores: Circle Spells</name>
<text>Your symbiotic link to fungus and your ability to tap into the cycle of life and death grants you access to certain spells. At 2nd level, you learn the chill touch cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Spores Spells table.</text>
<text>Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.</text>
<text></text>
<text>Circle of Spores Spells</text>
<text>Druid Level | Circle Spells</text>
<text>3rd | blindness/deafness, gentle repose</text>
<text>5th | animate dead, gaseous form</text>
<text>7th | blight, confusion</text>
<text>9th | cloudkill, contagion</text>
<text></text>
<text>Source: Guildmasters' Guide to Ravnica p. 26</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>Circle of Spores: Halo of Spores</name>
<text>Starting at 2nd level, you are surrounded by invisible, necrotic spores that are harmless until you unleash them on a creature nearby. When a creature you can see moves into a space within 10 feet of you or starts its turn there, you can use your reaction to deal 1d4 necrotic damage to that creature unless it succeeds on a Constitution saving throw against your spell save DC. The necrotic damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.</text>
<text></text>
<text>Source: Guildmasters' Guide to Ravnica p. 26</text>
</feature>
</autolevel>
<autolevel level="2">
<feature optional="YES">
<name>Circle of Spores: Symbiotic Entity</name>
<text>At 2nd level, you gain the ability to channel magic into your spores. As an action, you can expend a use of your Wild Shape feature to awaken those spores, rather than transforming into a beast form, and you gain 4 temporary hit points for each level you have in this class. While this feature is active, you gain the following benefits:</text>
<text>• When you deal your Halo of Spores damage, roll the damage die a second time and add it to the total.</text>
<text>• Your melee weapon attacks deal an extra 1d6 poison damage to any target they hit.</text>
<text>These benefits last for 10 minutes, until you lose all these temporary hit points, or until you use your Wild Shape again.</text>
<text></text>
<text>Source: Guildmasters' Guide to Ravnica p. 26</text>
</feature>
</autolevel>
<autolevel level="6">
<feature optional="YES">
<name>Circle of Spores: Fungal Infestation</name>
<text>At 6th level, your spores gain the ability to infest a corpse and animate it. If a beast or a humanoid that is Small or Medium dies within 10 feet of you, you can use your reaction to animate it, causing it to stand up immediately with 1 hit point. The creature uses the zombie stat block in the Monster Manual. It remains animate for 1 hour, after which time it collapses and dies.</text>
<text>In combat, the zombie's turn comes immediately after yours. It obeys your mental commands, and the only action it can take is the Attack action, making one melee attack.</text>
<text>You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.</text>
<text></text>
<text>Source: Guildmasters' Guide to Ravnica p. 26</text>
</feature>
</autolevel>
<autolevel level="10">
<feature optional="YES">
<name>Circle of Spores: Spreading Spores</name>
<text>At 10th level, you gain the ability to seed an area with deadly spores. As a bonus action while your Symbiotic Entity feature is active, you can hurl spores up to 30 feet away, where they swirl in a 10-foot cube for 1 minute. The spores disappear early if you use this feature again, if you dismiss them as a bonus action, or if your Symbiotic Entity feature is no longer active.</text>
<text>Whenever a creature moves into the cube or starts its turn there, that creature takes your Halo of Spores damage, unless the creature succeeds on a Constitution saving throw against your spell save DC. A creature can take this damage no more than once per turn.</text>
<text>While the cube of spores persists, you can't use your Halo of Spores reaction.</text>
<text></text>
<text>Source: Guildmasters' Guide to Ravnica p. 26</text>
</feature>
</autolevel>
<autolevel level="14">
<feature optional="YES">
<name>Circle of Spores: Fungal Body</name>
<text>At 14th level, the fungal spores in your body alter you: you can't be blinded, deafened, frightened, or poisoned, and any critical hit against you counts as a normal hit instead, unless you're incapacitated.</text>
<text></text>
<text>Source: Guildmasters' Guide to Ravnica p. 26</text>
</feature>
</autolevel>
</class>
</compendium>

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<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<item>
<name>Azorius Guild Signet</name>
<detail></detail>
<type>RG</type>
<weight></weight>
<property></property>
<text>This ring, adorned with the symbol of Azorius, allows you to cast ensnaring strike. A guild signet is sometimes awarded to a guild member whose renown score in that guild is 5 or higher, as a reward for performing special services for the guild. Aside from its magical properties, the ring is also an indicator of Azorius's recognition and favor.
A signet has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing it, you can expend 1 charge to cast the associated spell (save DC 13).
Source: Guildmasters' Guide to Ravnica p. 178</text>
<roll>1d3</roll>
</item>
<item>
<name>Azorius Keyrune</name>
<detail>Wondrous item</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>This keyrune is carved from white marble and lapis lazuli to resemble a noble bird of prey. It can become a giant eagle for up to 1 hour. While the transformed eagle is within 1 mile of you, you can communicate with it telepathically. As an action, you can see through the eagle's eyes and hear what it hears until the start of your next turn, and you gain the benefit of its keen sight. During this time, you are deaf and blind with regard to your own senses.
When you use an action to speak the item's command word and place the keyrune on the ground in an unoccupied space within 5 feet of you, the keyrune transforms into a giant eagle. If there isn't enough space for the eagle, the keyrune doesn't transform.
The creature is friendly to you, your companions, and other members of your guild (unless those guild members are hostile to you). It understands your languages and obeys your spoken commands. If you issue no commands, the eagle takes the Dodge action and moves to avoid danger.
At the end of the duration, the creature reverts to its keyrune form. It reverts early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature reverts to its keyrune form, it can't transform again until 36 hours have passed.
Source: Guildmasters' Guide to Ravnica p. 177</text>
</item>
<item>
<name>Boros Guild Signet</name>
<detail></detail>
<type>RG</type>
<weight></weight>
<property></property>
<text>This ring, adorned with the symbol of Boros, allows you to cast heroism. A guild signet is sometimes awarded to a guild member whose renown score in that guild is 5 or higher, as a reward for performing special services for the guild. Aside from its magical properties, the ring is also an indicator of Boros' recognition and favor.
A signet has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing it, you can expend 1 charge to cast the associated spell (save DC 13).
Source: Guildmasters' Guide to Ravnica p. 178</text>
<roll>1d3</roll>
</item>
<item>
<name>Boros Keyrune</name>
<detail>Wondrous item</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>Carved from red sandstone with white granite elements to resemble a member of the Boros Legion, this keyrune can become a veteran (human) for up to 8 hours. In addition to fighting on your behalf, this veteran cheerfully offers tactical advice, which is usually sound. Anyone who talks with the transformed keyrune or examines it closely can easily recognize that it is an artificial human.
When you use an action to speak the item's command word and place the keyrune on the ground in an unoccupied space within 5 feet of you, the keyrune transforms into a veteran (human). If there isn't enough space for the veteran, the keyrune doesn't transform.
The creature is friendly to you, your companions, and other members of your guild (unless those guild members are hostile to you). It understands your languages and obeys your spoken commands. If you issue no commands, the creature takes the Dodge action and moves to avoid danger.
At the end of the duration, the creature reverts to its keyrune form. It reverts early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature reverts to its keyrune form, it can't transform again until 36 hours have passed.
Source: Guildmasters' Guide to Ravnica p. 177</text>
</item>
<item>
<name>Copper Alms-Coin</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>0.01</value>
<property></property>
<text>Source: Guildmasters' Guide to Ravnica p. 9</text>
</item>
<item>
<name>Copper Zib</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>0.01</value>
<property></property>
<text>Source: Guildmasters' Guide to Ravnica p. 9</text>
</item>
<item>
<name>Dimir Guild Signet</name>
<detail></detail>
<type>RG</type>
<weight></weight>
<property></property>
<text>This ring, adorned with the symbol of Dimir, allows you to cast disguise self. A guild signet is sometimes awarded to a guild member whose renown score in that guild is 5 or higher, as a reward for performing special services for the guild. Aside from its magical properties, the ring is also an indicator of Dimir's recognition and favor.
A signet has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing it, you can expend 1 charge to cast the associated spell (save DC 13).
Source: Guildmasters' Guide to Ravnica p. 178</text>
<roll>1d3</roll>
</item>
<item>
<name>Dimir Keyrune</name>
<detail>Wondrous item</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>This keyrune, carved from black stone accented with steel, resembles a stylized horror. On command, it transforms into an intellect devourer that resembles the Dimir guild symbol, with six bladelike legs. The creature exists for up to 24 hours. During that time, it pursues only a single mission you give it—usually an assignment to take over someone's body, either to impersonate that person for a brief time or to extract secrets from their mind. When the mission is complete, the creature returns to you, reports its success, and reverts to its keyrune form.
When you use an action to speak the item's command word and place the keyrune on the ground in an unoccupied space within 5 feet of you, the keyrune transforms into a intellect devourer. If there isn't enough space for the creature, the keyrune doesn't transform.
The creature is friendly to you, your companions, and other members of your guild (unless those guild members are hostile to you). It understands your languages and obeys your spoken commands. If you issue no commands, the creature takes the Dodge action and moves to avoid danger.
At the end of the duration, the creature reverts to its keyrune form. It reverts early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature reverts to its keyrune form, it can't transform again until 36 hours have passed.
Source: Guildmasters' Guide to Ravnica p. 177</text>
</item>
<item>
<name>Electrum 50-Zib Coin</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>0.5</value>
<property></property>
<text>Source: Guildmasters' Guide to Ravnica p. 9</text>
</item>
<item>
<name>Gold 5-Zib Coin</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>5.0</value>
<property></property>
<text>Source: Guildmasters' Guide to Ravnica p. 9</text>
</item>
<item>
<name>Gold Zino</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>1.0</value>
<property></property>
<text>Source: Guildmasters' Guide to Ravnica p. 9</text>
</item>
<item>
<name>Golgari Guild Signet</name>
<detail></detail>
<type>RG</type>
<weight></weight>
<property></property>
<text>This ring, adorned with the symbol of Golgari, allows you to cast entangle. A guild signet is sometimes awarded to a guild member whose renown score in that guild is 5 or higher, as a reward for performing special services for the guild. Aside from its magical properties, the ring is also an indicator of Golgari's recognition and favor.
A signet has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing it, you can expend 1 charge to cast the associated spell (save DC 13).
Source: Guildmasters' Guide to Ravnica p. 178</text>
<roll>1d3</roll>
</item>
<item>
<name>Golgari Keyrune</name>
<detail>Wondrous item</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>Made from deep green jade with black veins, this keyrune has an insectile shape. It can transform into a giant scorpion for up to 6 hours. The scorpion has an Intelligence of 4 and can communicate with you telepathically while it is within 60 feet of you, though its messages are largely limited to describing the passage of potential prey.
When you use an action to speak the item's command word and place the keyrune on the ground in an unoccupied space within 5 feet of you, the keyrune transforms into a giant scorpion. If there isn't enough space for the creature, the keyrune doesn't transform.
The creature is friendly to you, your companions, and other members of your guild (unless those guild members are hostile to you). It understands your languages and obeys your spoken commands. If you issue no commands, the creature takes the Dodge action and moves to avoid danger.
At the end of the duration, the creature reverts to its keyrune form. It reverts early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature reverts to its keyrune form, it can't transform again until 36 hours have passed.
Source: Guildmasters' Guide to Ravnica p. 177</text>
</item>
<item>
<name>Gruul Guild Signet</name>
<detail></detail>
<type>RG</type>
<weight></weight>
<property></property>
<text>This ring, adorned with the symbol of Gruul, allows you to cast compelled duel. A guild signet is sometimes awarded to a guild member whose renown score in that guild is 5 or higher, as a reward for performing special services for the guild. Aside from its magical properties, the ring is also an indicator of Gruul's recognition and favor.
A signet has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing it, you can expend 1 charge to cast the associated spell (save DC 13).
Source: Guildmasters' Guide to Ravnica p. 178</text>
<roll>1d3</roll>
</item>
<item>
<name>Gruul Keyrune</name>
<detail>Wondrous item</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>This crude keyrune is cobbled together from bits of rubble, broken glass, bone, and animal hair. One end resembles a horned beast. On command, the keyrune transforms into a ceratok, a horned creature much like a rhinoceros (and with the same statistics). It remains in its ceratok form for 1 hour.
When you use an action to speak the item's command word and place the keyrune on the ground in an unoccupied space within 5 feet of you, the keyrune transforms into a ceratok. If there isn't enough space for the creature, the keyrune doesn't transform.
The creature is friendly to you, your companions, and other members of your guild (unless those guild members are hostile to you). It understands your languages and obeys your spoken commands. If you issue no commands, the creature takes the Dodge action and moves to avoid danger.
At the end of the duration, the creature reverts to its keyrune form. It reverts early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature reverts to its keyrune form, it can't transform again until 36 hours have passed.
Source: Guildmasters' Guide to Ravnica p. 177</text>
</item>
<item>
<name>Illusionist's Bracers</name>
<detail>Wondrous item</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>A powerful illusionist of House Dimir originally developed these bracers, which enabled her to create multiple minor illusions at once. The bracers' power, though, extends far beyond illusions.
While wearing the bracers, whenever you cast a cantrip, you can use a bonus action on the same turn to cast that cantrip a second time.
Source: Guildmasters' Guide to Ravnica p. 178</text>
</item>
<item>
<name>Izzet Guild Signet</name>
<detail></detail>
<type>RG</type>
<weight></weight>
<property></property>
<text>This ring, adorned with the symbol of Izzet, allows you to cast chaos bolt. A guild signet is sometimes awarded to a guild member whose renown score in that guild is 5 or higher, as a reward for performing special services for the guild. Aside from its magical properties, the ring is also an indicator of Izzet's recognition and favor.
A signet has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing it, you can expend 1 charge to cast the associated spell (save DC 13).
Source: Guildmasters' Guide to Ravnica p. 178</text>
<roll>1d3</roll>
</item>
<item>
<name>Izzet Keyrune</name>
<detail>Wondrous item</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>Formed of carved and polished red and blue stone, the keyrune includes bits of cable and wire. One end resembles a humanlike head, suggesting the jagged elemental form of the galvanice weird that it can become for a duration of 3 hours. In this form, it will serve you as a bodyguard, lift and carry things for you, act as a test subject for your experiments, or aid you in any other way that its capabilities allow.
When you use an action to speak the item's command word and place the keyrune on the ground in an unoccupied space within 5 feet of you, the keyrune transforms into a galvanice weird. If there isn't enough space for the creature, the keyrune doesn't transform.
The creature is friendly to you, your companions, and other members of your guild (unless those guild members are hostile to you). It understands your languages and obeys your spoken commands. If you issue no commands, the creature takes the Dodge action and moves to avoid danger.
At the end of the duration, the creature reverts to its keyrune form. It reverts early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature reverts to its keyrune form, it can't transform again until 36 hours have passed.
Source: Guildmasters' Guide to Ravnica p. 177</text>
</item>
<item>
<name>Mizzium Apparatus</name>
<detail>Wondrous item</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>Innovation is a dangerous pursuit, at least the way the mages of the Izzet League engage in it. As protection against the risk of an experiment going awry, they have developed a device to help channel and control their magic. This apparatus is a collection of leather straps, flexible tubing, glass cylinders, and plates, bracers, and fittings made from a magic-infused metal alloy called mizzium, all assembled into a harness. The item weighs 8 pounds.
While you are wearing the mizzium apparatus, you can use it as an arcane focus. In addition, you can attempt to cast a spell that you do not know or have prepared. The spell you choose must be on your class's spell list and of a level for which you have a spell slot, and you must provide the spell's components.
You expend a spell slot to cast the spell as normal, but before resolving it you must make an Intelligence (Arcana) check. The DC is 10 + twice the level of the spell slot you expend to cast the spell.
On a successful check, you cast the spell as normal, using your spell save DC and spellcasting ability modifier. On a failed check, you cast a different spell from the one you intended. Randomly determine the spell you cast by rolling on the table for the level of the spell slot you expended. If the slot is 6th level or higher, roll on the table for 5th-level spells.
If you try to cast a cantrip you don't know, the DC for the Intelligence (Arcana) check is 10, and on a failed check, there is no effect.
1st-Level Spells
d6 | spell
1 | burning hands
2 | chaos bolt
3 | color spray
4 | faerie fire
5 | fog cloud
6 | thunderwave
2nd-Level Spells
d6 | spell
1 | blur
2 | gust of wind
3 | heat metal
4 | Melf's acid arrow
5 | scorching ray
6 | shatter
3rd-Level Spells
d6 | spell
1 | fear
2 | feign death
3 | fireball
4 | gaseous form
5 | sleet storm
6 | stinking cloud
4th-Level Spells
d4 | spell
1 | confusion
2 | conjure minor elementals
3 | Evard's black tentacles
4 | ice storm
5th-Level Spells
d4 | spell
1 | animate objects
2 | cloudkill
3 | cone of cold
4 | flame strike
Source: Guildmasters' Guide to Ravnica p. 179</text>
</item>
<item>
<name>Mizzium Mortar</name>
<detail>Wondrous item</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>This short tube, about 2 feet long and 6 inches in diameter, is made from mizzium, a magically enhanced metal alloy forged by the Izzet League. The end that's pointed toward a target is open, and a glowing ball of molten metal can be seen at the other end as long as the mortar has at least 1 charge remaining.
The mortar has 4 charges for the following properties. It regains 1d4 expended charges daily at dawn.
Molten Spray: You can expend 1 charge as an action to loose a 30-foot cone of molten mizzium. Each creature in the area must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one.
Mizzium Bombard: You can expend 3 charges as an action to launch a hail of molten projectiles in a 20-foot-radius, 40-foot-high cylinder centered on a point you can see within 60 feet of you. Each creature in the area must make a DC 15 Dexterity saving throw. A creature takes 5d8 fire damage on a failed save, or half as much damage on a successful one.
Source: Guildmasters' Guide to Ravnica p. 179</text>
<roll>1d4</roll>
<roll>5d4</roll>
<roll>5d8</roll>
</item>
<item>
<name>Moodmark Paint</name>
<detail>Wondrous item</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>This thick, black paint is stored in a small jar, containing enough paint to apply moodmarks to one creature. The paint is dabbed on the face in spots or markings that often resemble the eyes of insects or spiders. Applying the paint in this way takes 1 minute.
For the next 8 hours, the marks change to reflect your mental state. A creature that can see you and makes a successful DC 10 Wisdom (Insight) check can discern whether you are happy, sad, angry, disgusted, surprised, or afraid, as well as the main source of that emotion. For example, you might communicate fear caused by a monster you just saw around the corner, grief at the loss of a friend, or happiness derived from pride in your performance in combat. A dark elf has advantage on this check.
Source: Guildmasters' Guide to Ravnica p. 180</text>
</item>
<item>
<name>Orzhov Guild Signet</name>
<detail></detail>
<type>RG</type>
<weight></weight>
<property></property>
<text>This ring, adorned with the symbol of Orzhov, allows you to cast command. A guild signet is sometimes awarded to a guild member whose renown score in that guild is 5 or higher, as a reward for performing special services for the guild. Aside from its magical properties, the ring is also an indicator of Orzhov's recognition and favor.
A signet has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing it, you can expend 1 charge to cast the associated spell (save DC 13).
Source: Guildmasters' Guide to Ravnica p. 178</text>
<roll>1d3</roll>
</item>
<item>
<name>Orzhov Keyrune</name>
<detail>Wondrous item</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>This keyrune is carved from white marble with veins of black. The end is shaped like a thrull's head, with a gold faceplate affixed. On command, the keyrune transforms into a winged thrull for up to 2 hours. If you don't come from an Orzhov oligarch family, it serves you grudgingly, clownishly aping your movements and mannerisms while carrying out your orders.
When you use an action to speak the item's command word and place the keyrune on the ground in an unoccupied space within 5 feet of you, the keyrune transforms into a winged thrull. If there isn't enough space for the creature, the keyrune doesn't transform.
The creature is friendly to you, your companions, and other members of your guild (unless those guild members are hostile to you). It understands your languages and obeys your spoken commands. If you issue no commands, the creature takes the Dodge action and moves to avoid danger.
At the end of the duration, the creature reverts to its keyrune form. It reverts early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature reverts to its keyrune form, it can't transform again until 36 hours have passed.
Source: Guildmasters' Guide to Ravnica p. 178</text>
</item>
<item>
<name>Pariah's Shield</name>
<detail>Shield</detail>
<type>S</type>
<weight>6</weight>
<property></property>
<ac>2</ac>
<text>Soldiers of the Boros Legion consider it an honor to bear this shield, even knowing that it might be the last honor they receive. The front of the shield is sculpted to depict a grieving human face.
You gain a +1 bonus to AC for every two allies within 5 feet of you (up to a maximum of +3) while you wield this shield. This bonus is in addition to the shield's normal bonus to AC.
When a creature you can see within 5 feet of you takes damage, you can use your reaction to take that damage, instead of the creature taking it. When you do so, the damage type changes to force.
Source: Guildmasters' Guide to Ravnica p. 180</text>
</item>
<item>
<name>Peregrine Mask</name>
<detail>Wondrous item</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>While wearing this winged helm, you have a flying speed of 60 feet. In addition, you have advantage on initiative rolls.
Source: Guildmasters' Guide to Ravnica p. 180</text>
</item>
<item>
<name>Platinum 10-Zino Coin</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>10.0</value>
<property></property>
<text>Source: Guildmasters' Guide to Ravnica p. 9</text>
</item>
<item>
<name>Platinum 100-Zino Coin</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>100.0</value>
<property></property>
<text>Source: Guildmasters' Guide to Ravnica p. 9</text>
</item>
<item>
<name>Pyroconverger</name>
<detail>Wondrous item</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>A Pyroconverger is an Izzet-made flamethrower. It carries a risk of malfunction each time you use it.
As an action, you can cause the Pyroconverger to project fire in a 10-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one.
Each time you use the Pyroconverger, roll a d10 and add the number of times you have used it since your last long rest. If the total is 11 or higher, the Pyroconverger malfunctions: you take 4d6 fire damage, and you can't use the Pyroconverger again until you finish a long rest.
Source: Guildmasters' Guide to Ravnica p. 180</text>
<roll>4d6</roll>
</item>
<item>
<name>Rakdos Guild Signet</name>
<detail></detail>
<type>RG</type>
<weight></weight>
<property></property>
<text>This ring, adorned with the symbol of Rakdos, allows you to cast hellish rebuke. A guild signet is sometimes awarded to a guild member whose renown score in that guild is 5 or higher, as a reward for performing special services for the guild. Aside from its magical properties, the ring is also an indicator of Rakdos' recognition and favor.
A signet has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing it, you can expend 1 charge to cast the associated spell (save DC 13).
Source: Guildmasters' Guide to Ravnica p. 178</text>
<roll>1d3</roll>
</item>
<item>
<name>Rakdos Keyrune</name>
<detail>Wondrous item</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>This dark granite keyrune is marbled with scarlet veins and carved with the leering visage of a mischievous demon. When activated, it transforms into a cackler for up to 1 hour.
When you use an action to speak the item's command word and place the keyrune on the ground in an unoccupied space within 5 feet of you, the keyrune transforms into a cackler. If there isn't enough space for the creature, the keyrune doesn't transform.
The creature is friendly to you, your companions, and other members of your guild (unless those guild members are hostile to you). It understands your languages and obeys your spoken commands. If you issue no commands, the creature takes the Dodge action and moves to avoid danger.
At the end of the duration, the creature reverts to its keyrune form. It reverts early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature reverts to its keyrune form, it can't transform again until 36 hours have passed.
Source: Guildmasters' Guide to Ravnica p. 178</text>
</item>
<item>
<name>Rakdos Riteknife</name>
<detail>Melee Weapon</detail>
<type>M</type>
<weight>1</weight>
<property>F,L,T</property>
<dmg1>1d4</dmg1>
<dmgType>P</dmgType>
<range>20/60</range>
<text>You gain a +1 bonus to attack and damage rolls made with this magic weapon. Its blade is cruelly serrated, and its hilt resembles a demonic head and wings. Whenever you slay a creature with an attack using the dagger, the creature's soul is imprisoned inside the dagger, and that creature can be restored to life only by a wish spell. The dagger can hold a maximum of five souls.
For each soul imprisoned in the dagger, your attacks with it deal an extra 1d4 necrotic damage on a hit. While the dagger is within 5 feet of you, your dreams are haunted by whispers from the trapped souls.
The dagger has the following additional properties.
Siphon Vitality: As a bonus action, you can release any number of stored souls from the dagger to regain 1d10 hit points per soul released.
Annihilation: If the dagger holds five souls, you can use this property: As a reaction immediately after you hit a creature with the dagger and deal damage to that target, you can release all five souls. If the target now has fewer than 75 hit points, it must succeed on a DC 15 Constitution saving throw or die. If the target dies, you can't use this property again until you finish a long rest.
Source: Guildmasters' Guide to Ravnica p. 180</text>
<roll>1d4</roll>
<roll>1d10</roll>
</item>
<item>
<name>Selesnya Guild Signet</name>
<detail></detail>
<type>RG</type>
<weight></weight>
<property></property>
<text>This ring, adorned with the symbol of Selesnya, allows you to cast charm person. A guild signet is sometimes awarded to a guild member whose renown score in that guild is 5 or higher, as a reward for performing special services for the guild. Aside from its magical properties, the ring is also an indicator of Selesnya's recognition and favor.
A signet has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing it, you can expend 1 charge to cast the associated spell (save DC 13).
Source: Guildmasters' Guide to Ravnica p. 178</text>
<roll>1d3</roll>
</item>
<item>
<name>Selesnya Keyrune</name>
<detail>Wondrous item</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>Carved from white and green marble in the shape of a wolf's head, this keyrune transforms into a dire wolf. The wolf persists for 8 hours. Its Intelligence is 6, and it understands Elvish and Sylvan but can't speak those languages. While it is within 1 mile of you, you can communicate with each other telepathically.
When you use an action to speak the item's command word and place the keyrune on the ground in an unoccupied space within 5 feet of you, the keyrune transforms into a dire wolf. If there isn't enough space for the creature, the keyrune doesn't transform.
The creature is friendly to you, your companions, and other members of your guild (unless those guild members are hostile to you). It understands your languages and obeys your spoken commands. If you issue no commands, the creature takes the Dodge action and moves to avoid danger.
At the end of the duration, the creature reverts to its keyrune form. It reverts early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature reverts to its keyrune form, it can't transform again until 36 hours have passed.
Source: Guildmasters' Guide to Ravnica p. 178</text>
</item>
<item>
<name>Silver 25-Zib Coin</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>0.25</value>
<property></property>
<text>Source: Guildmasters' Guide to Ravnica p. 9</text>
</item>
<item>
<name>Simic Guild Signet</name>
<detail></detail>
<type>RG</type>
<weight></weight>
<property></property>
<text>This ring, adorned with the symbol of Simic, allows you to cast expeditious retreat. A guild signet is sometimes awarded to a guild member whose renown score in that guild is 5 or higher, as a reward for performing special services for the guild. Aside from its magical properties, the ring is also an indicator of Simic's recognition and favor.
A signet has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing it, you can expend 1 charge to cast the associated spell (save DC 13).
Source: Guildmasters' Guide to Ravnica p. 178</text>
<roll>1d3</roll>
</item>
<item>
<name>Simic Keyrune</name>
<detail>Wondrous item</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>This keyrune is assembled from coral, mother-of-pearl, and chrome and adorned with the spirals and curves characteristic of Simic ornamentation. The head resembles the shell of a sea creature. On command, the keyrune turns into a category 1 krasis that has the Grabber and Stabilizing Legs adaptations. The transformation lasts for up to 5 hours.
When you use an action to speak the item's command word and place the keyrune on the ground in an unoccupied space within 5 feet of you, the keyrune transforms into a category 1 krasis that has the Grabber and Stabilizing Legs adaptations. If there isn't enough space for the creature, the keyrune doesn't transform.
The creature is friendly to you, your companions, and other members of your guild (unless those guild members are hostile to you). It understands your languages and obeys your spoken commands. If you issue no commands, the creature takes the Dodge action and moves to avoid danger.
At the end of the duration, the creature reverts to its keyrune form. It reverts early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature reverts to its keyrune form, it can't transform again until 36 hours have passed.
Source: Guildmasters' Guide to Ravnica p. 178</text>
</item>
<item>
<name>Skyblinder Staff</name>
<detail>Staff</detail>
<type>ST</type>
<weight>4</weight>
<property>V</property>
<dmg1>1d6</dmg1>
<dmg2>1d8</dmg2>
<dmgType>B</dmgType>
<text>You gain a +1 bonus to attack and damage rolls made with this magic quarterstaff. While holding it, you gain a +1 bonus to spell attack rolls.
If a flying creature you can see within 30 feet of you makes an attack roll against you, you can use your reaction to hold the staff aloft and cause it to flare with light. The attacker has disadvantage on the attack roll, and it must succeed on a DC 15 Constitution saving throw or be blinded until the start of its next turn.
Source: Guildmasters' Guide to Ravnica p. 181</text>
</item>
<item>
<name>Spies' Murmur</name>
<detail>Wondrous item</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>This headpiece, crafted from dark metal, is worn curved around the ear. If you know a creature wearing another Spies' Murmur and that creature is within 1 mile of you, you can communicate telepathically with each other. As a bonus action, you can allow that creature to hear everything you hear for 1 hour. You can end this effect as a bonus action, and it ends if you're incapacitated.
Source: Guildmasters' Guide to Ravnica p. 181</text>
</item>
<item>
<name>Sunforger</name>
<detail>Melee Weapon</detail>
<type>M</type>
<weight>2</weight>
<property>V</property>
<dmg1>1d8</dmg1>
<dmg2>1d10</dmg2>
<dmgType>B</dmgType>
<text>You gain a +2 bonus to attack and damage rolls made with this magic weapon.
As an action, you can hurl the weapon up to 120 feet to a point you can see. When it reaches that point, the weapon vanishes in an explosion, and each creature in a 20-foot-radius sphere centered on that point must make a DC 15 Dexterity saving throw, taking 6d6 fire damage on a failed save, or half as much damage on a successful one. Afterward, you can use an action to cause the weapon to reappear in your empty hand. You can't cause it to explode again until you finish a short or long rest.
If you don't call the weapon back to your hand, it reappears at the point where it exploded when you are no longer attuned to it or when 24 hours have passed.
Source: Guildmasters' Guide to Ravnica p. 181</text>
<roll>6d6</roll>
</item>
<item>
<name>Sword of the Paruns</name>
<detail>Melee Weapon</detail>
<type>M</type>
<weight>3</weight>
<property>V</property>
<dmg1>1d8</dmg1>
<dmg2>1d10</dmg2>
<dmgType>S</dmgType>
<text>You gain a +1 bonus to attack and damage rolls made with this magic weapon. Additionally, once on each of your turns, you can use one of the following properties if you're holding the sword:
 Immediately after you use the Attack action to attack with the sword, you can enable one creature within 60 feet of you to use its reaction to make one weapon attack.
 Immediately after you take the Dash action, you can enable one creature within 60 feet of you to use its reaction to move up to its speed.
 Immediately after you take the Dodge action, you can enable one creature within 60 feet of you to use its reaction to gain the benefits of the Dodge action.
Source: Guildmasters' Guide to Ravnica p. 181</text>
</item>
<item>
<name>Voyager Staff</name>
<detail>Staff</detail>
<type>ST</type>
<weight>4</weight>
<property>V</property>
<dmg1>1d6</dmg1>
<dmg2>1d8</dmg2>
<dmgType>B</dmgType>
<text>You gain a +1 bonus to attack and damage rolls made with this magic quarterstaff. While you hold it, you gain a +1 bonus to spell attack rolls.
This staff has 10 charges. While holding it, you can use an action to expend 1 or more of the staff's charges to cast one of the following spells from it, using your spell save DC: banishment (4 charges), blink (3 charges), misty step (2 charges), passwall (5 charges), or teleport (7 charges).
The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff vanishes forever.
Source: Guildmasters' Guide to Ravnica p. 181</text>
<roll>1d6+4</roll>
</item>
<item>
<name>Guild Keyrune</name>
<detail>Wondrous item</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>Associated with a particular guild, a guild keyrune is a ceremonial, stylized key, about 1 foot long, made from carved stone. Not a literal key, the item is a badge of authority that gives its bearer access to privileged places in its guild's headquarters and outposts. At the DM's discretion, a character might be given a keyrune upon attaining a renown score of 25 in their guild.
Azorius Keyrune
Boros Keyrune
Dimir Keyrune
Golgari Keyrune
Gruul Keyrune
Izzet Keyrune
Orzhov Keyrune
Rakdos Keyrune
Selesnya Keyrune
Simic Keyrune
Source: Guildmasters' Guide to Ravnica p. 177</text>
</item>
<item>
<name>Guild Signet</name>
<detail></detail>
<type>RG</type>
<weight></weight>
<property></property>
<text>A guild signet is sometimes awarded to a guild member whose renown score in that guild is 5 or higher, as a reward for performing special services for the guild. Aside from its magical properties, the ring is also an indicator of the guild's recognition and favor.
Azorius Guild Signet
Boros Guild Signet
Dimir Guild Signet
Golgari Guild Signet
Gruul Guild Signet
Izzet Guild Signet
Orzhov Guild Signet
Rakdos Guild Signet
Selesnya Guild Signet
Simic Guild Signet
Source: Guildmasters' Guide to Ravnica p. 178</text>
</item>
</compendium>

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@@ -0,0 +1,317 @@
<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<race>
<name>Centaur</name>
<size>M</size>
<speed>40</speed>
<ability>Str 2, Wis 1</ability>
<proficiency></proficiency>
<spellAbility></spellAbility>
<trait>
<name>Description</name>
<text>Source: Guildmasters' Guide to Ravnica p. 15</text>
</trait>
<trait>
<name>Age</name>
<text>Centaurs mature and age at about the same rate as humans.
</text>
</trait>
<trait>
<name>Alignment</name>
<text>Centaurs are inclined toward neutrality. Those who join the Selesnya are more often neutral good, while those who join the Gruul are typically chaotic neutral.
</text>
</trait>
<trait>
<name>Size</name>
<text>Centaurs stand between 6 and 7 feet tall, with their equine bodies reaching about 4 feet at the withers. Your size is Medium.
</text>
</trait>
<trait>
<name>Fey</name>
<text>Your creature type is fey, rather than humanoid.
</text>
</trait>
<trait>
<name>Charge</name>
<text>If you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can immediately follow that attack with a bonus action, making one attack against the target with your hooves.
</text>
</trait>
<trait>
<name>Hooves</name>
<text>Your hooves are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
</text>
</trait>
<trait>
<name>Equine Build</name>
<text>You count as one size larger when determining your carrying capacity and the weight you can push or drag.
In addition, any climb that requires hands and feet is especially difficult for you because of your equine legs. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot.
</text>
</trait>
<trait>
<name>Survivor</name>
<text>You have proficiency in one of the following skills of your choice: Animal Handling, Medicine, Nature, or Survival.
</text>
</trait>
<trait>
<name>Languages</name>
<text>You can speak, read, and write Common and Sylvan. Sylvan is widely spoken in the Selesnya Conclave, for it is rich in vocabulary to describe natural phenomena and spiritual forces.
</text>
</trait>
</race>
<race>
<name>Goblin</name>
<size>S</size>
<speed>30</speed>
<ability>Dex 2, Con 1</ability>
<proficiency></proficiency>
<spellAbility></spellAbility>
<trait>
<name>Description</name>
<text>Source: Guildmasters' Guide to Ravnica p. 16, Explorer's Guide to Wildemount p. 174</text>
</trait>
<trait>
<name>Age</name>
<text>Goblins reach adulthood around age 8. They age noticeably faster than humans, and though few goblins live to old age, the most cautious rarely live longer than 60 years.
</text>
</trait>
<trait>
<name>Alignment</name>
<text>Goblins are typically neutral evil, as they care only for their own needs. A few goblins might tend toward good or neutrality, but only rarely.
</text>
</trait>
<trait>
<name>Size</name>
<text>Goblins are between 3 and 4 feet tall and weigh between 40 and 80 pounds. Your size is Small.
</text>
</trait>
<trait>
<name>Darkvision</name>
<text>You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
</text>
</trait>
<trait>
<name>Fury of the Small</name>
<text>When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest.
</text>
</trait>
<trait>
<name>Nimble Escape</name>
<text>You can take the Disengage or Hide action as a bonus action on each of your turns.
</text>
</trait>
<trait>
<name>Languages</name>
<text>You can speak, read, and write Common and Goblin. In Ravnica, Goblin is a simplistic language with a limited vocabulary and fluid rules of grammar, unsuited for any sophisticated conversation.
</text>
</trait>
</race>
<race>
<name>Loxodon</name>
<size>M</size>
<speed>30</speed>
<ability>Con 2, Wis 1</ability>
<proficiency></proficiency>
<spellAbility></spellAbility>
<trait>
<name>Description</name>
<text>Source: Guildmasters' Guide to Ravnica p. 17</text>
</trait>
<trait>
<name>Age</name>
<text>Loxodons physically mature at the same rate as humans, but they live about 450 years. They highly value the weight of wisdom and experience and are considered young until they reach the age of 60.
</text>
</trait>
<trait>
<name>Alignment</name>
<text>Most loxodons are lawful, believing in the value of a peaceful, ordered life. They also tend toward good.
</text>
</trait>
<trait>
<name>Size</name>
<text>Loxodons stand between 7 and 8 feet tall. Their massive bodies weigh between 300 and 400 pounds. Your size is Medium.
</text>
</trait>
<trait>
<name>Powerful Build</name>
<text>You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
</text>
</trait>
<trait>
<name>Loxodon Serenity</name>
<text>You have advantage on saving throws against being charmed or frightened.
</text>
</trait>
<trait>
<name>Natural Armor</name>
<text>You have thick, leathery skin. When you aren't wearing armor, your AC is 12 + your Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
</text>
</trait>
<trait>
<name>Trunk</name>
<text>You can grasp things with your trunk, and you can use it as a snorkel. It has a reach of 5 feet, and it can lift a number of pounds equal to five times your Strength score. You can use it to do the following simple tasks: lift, drop, hold, push, or pull an object or a creature; open or close a door or a container; grapple someone; or make an unarmed strike. Your DM might allow other simple tasks to be added to that list of options.
Your trunk can't wield weapons or shields or do anything that requires manual precision, such as using tools or magic items or performing the somatic components of a spell.
</text>
</trait>
<trait>
<name>Keen Smell</name>
<text>Thanks to your sensitive trunk, you have advantage on Wisdom (Perception), Wisdom (Survival), and Intelligence (Investigation) checks that involve smell.
</text>
</trait>
<trait>
<name>Languages</name>
<text>You can speak, read, and write Common and Loxodon.
</text>
</trait>
</race>
<race>
<name>Minotaur</name>
<size>M</size>
<speed>30</speed>
<ability>Str 2, Con 1</ability>
<proficiency></proficiency>
<spellAbility></spellAbility>
<trait>
<name>Description</name>
<text>These traits are also suitable for minotaurs in other D&amp;D worlds where these people have avoided the demonic influence of Baphomet.
Source: Guildmasters' Guide to Ravnica p. 18</text>
</trait>
<trait>
<name>Age</name>
<text>Minotaurs enter adulthood at around the age of 17 and can live up to 150 years.
</text>
</trait>
<trait>
<name>Alignment</name>
<text>Most minotaurs who join the Boros Legion lean toward lawful alignments, while those associated with the Cult of Rakdos or the Gruul Clans tend toward chaotic alignments.
</text>
</trait>
<trait>
<name>Size</name>
<text>Minotaurs average over 6 feet in height, and they have stocky builds. Your size is Medium.
</text>
</trait>
<trait>
<name>Horns</name>
<text>Your horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
</text>
</trait>
<trait>
<name>Goring Rush</name>
<text>Immediately after you use the Dash action on your turn and move at least 20 feet, you can make one melee attack with your horns as a bonus action.
</text>
</trait>
<trait>
<name>Hammering Horns</name>
<text>Immediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can use a bonus action to attempt to shove that target with your horns. The target must be no more than one size larger than you and within 5 feet of you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier, you push it up to 10 feet away from you.
</text>
</trait>
<trait>
<name>Imposing Presence</name>
<text>You have proficiency in one of the following skills of your choice: Intimidation or Persuasion.
</text>
</trait>
<trait>
<name>Languages</name>
<text>You can speak, read, and write Common and Minotaur.
</text>
</trait>
</race>
<race>
<name>Simic Hybrid</name>
<size>M</size>
<speed>30</speed>
<ability>Con 2</ability>
<proficiency></proficiency>
<spellAbility></spellAbility>
<trait>
<name>Description</name>
<text>Source: Guildmasters' Guide to Ravnica p. 20</text>
</trait>
<trait>
<name>Age</name>
<text>Hybrids begin their lives as adult humans, elves, or vedalken. They age at a slightly accelerated rate, so their maximum life spans are probably reduced somewhat. The Guardian Project has not been operating long enough to observe the full effect of this phenomenon.
</text>
</trait>
<trait>
<name>Alignment</name>
<text>Most hybrids share the generally neutral outlook of the Simic Combine. They are more interested in scientific research and the standing of their guild than in moral or ethical questions. Those who leave the Combine, however, often do so because their philosophical outlook and alignment are more in line with a different guild's.
</text>
</trait>
<trait>
<name>Size</name>
<text>Your size is Medium, within the normal range of your humanoid base race.
</text>
</trait>
<trait>
<name>Darkvision</name>
<text>You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
</text>
</trait>
<trait>
<name>Languages</name>
<text>You can speak, read, and write Common and your choice of Elvish or Vedalken.
</text>
</trait>
<trait>
<name>Animal Enhancement</name>
<text>Your body has been altered to incorporate certain animal characteristics. You choose one animal enhancement now and a second enhancement at 5th level.
At 1st level, choose one of the following options:
• Manta Glide: You have ray-like fins that you can use as wings to slow your fall or allow you to glide. When you fall and aren't incapacitated, you can subtract up to 100 feet from the fall when calculating falling damage, and you can move up to 2 feet horizontally for every 1 foot you descend.
• Nimble Climber: You have a climbing speed equal to your walking speed.
• Underwater Adaptation: You can breathe air and water, and you have a swimming speed equal to your walking speed.
At 5th level, your body evolves further, developing new characteristics. Choose one of the options you didn't take at 1st level, or one of the following options:
• Grappling Appendage: You have two special appendages growing alongside your arms. Choose whether they're both claws or tentacles. As an action, you can use one of them to try to grapple a creature. Each one is also a natural weapon, which you can use to make an unarmed strike. If you hit with it, the target takes bludgeoning damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Immediately after hitting, you can try to grapple the target as a bonus action. These appendages can't precisely manipulate anything and can't wield weapons, magic items, or other specialized equipment.
• Carapace: Your skin in places is covered by a thick shell. You gain a +1 bonus to AC when you're not wearing heavy armor.
• Acid Spit: As an action, you can spray acid from glands in your mouth, targeting one creature or object you can see within 30 feet of you. The target takes 2d10 acid damage unless it succeeds on a Dexterity saving throw against a DC equal to 8 + your Constitution modifier + your proficiency bonus. This damage increases by 1d10 when you reach 11th level (3d10) and 17th level (4d10). You can use this trait a number of times equal to your Consitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
</text>
</trait>
</race>
<race>
<name>Vedalken</name>
<size>M</size>
<speed>30</speed>
<ability>Int 2, Wis 1</ability>
<proficiency></proficiency>
<spellAbility></spellAbility>
<trait>
<name>Description</name>
<text>Source: Guildmasters' Guide to Ravnica p. 21</text>
</trait>
<trait>
<name>Age</name>
<text>Vedalken mature slower than humans do, reaching maturity around age 40. Their life span is typically 350 years, with some living to the age of 500.
</text>
</trait>
<trait>
<name>Alignment</name>
<text>Vedalken are usually lawful and non-evil.
</text>
</trait>
<trait>
<name>Size</name>
<text>Tall and slender, Vedalken stand 6 to 6½ feet tall on average and usually weigh less than 200 pounds. Your size is Medium.
</text>
</trait>
<trait>
<name>Vedalken Dispassion</name>
<text>You have advantage on all Intelligence, Wisdom, and Charisma saving throws.
</text>
</trait>
<trait>
<name>Tireless Precision</name>
<text>You are proficient in one of the following skills of your choice: Arcana, History, Investigation, Medicine, Performance, or Sleight of Hand. You are also proficient with one tool of your choice.
Whenever you make an ability check with the chosen skill or tool, roll a d4 and add the number rolled to the check's total.
</text>
</trait>
<trait>
<name>Partially Amphibious</name>
<text>By absorbing oxygen through your skin, you can breathe underwater for up to 1 hour. Once you've reached that limit, you can't use this trait again until you finish a long rest.
</text>
</trait>
<trait>
<name>Languages</name>
<text>You can speak, read, and write Common, Vedalken, and one other language of your choice.
</text>
</trait>
</race>
</compendium>

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<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<spell>
<name>Encode Thoughts</name>
<classes></classes>
<level>0</level>
<school>EN</school>
<ritual>NO</ritual>
<time>1 action</time>
<range>Self</range>
<components>S</components>
<duration>8 hours</duration>
<text>Putting a finger to your head, you pull a memory, an idea, or a message from your mind and transform it into a tangible string of glowing energy called a thought strand, which persists for the duration or until you cast this spell again. The thought strand appears in an unoccupied space within 5 feet of you as a Tiny, weightless, semisolid object that can be held and carried like a ribbon. It is otherwise stationary.
If you cast this spell while concentrating on a spell or an ability that allows you to read or manipulate the thoughts of others (such as detect thoughts or modify memory), you can transform the thoughts or memories you read, rather than your own, into a thought strand.
Casting this spell while holding a thought strand allows you to instantly receive whatever memory, idea, or message the thought strand contains. (Casting detect thoughts on the strand has the same effect.)
Source: Guildmasters' Guide to Ravnica p. 47</text>
</spell>
</compendium>

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<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<spell>
<name>Animate Dead</name>
<classes>Druid (Spores)</classes>
</spell>
<spell>
<name>Blight</name>
<classes>Druid (Spores)</classes>
</spell>
<spell>
<name>Blindness/Deafness</name>
<classes>Druid (Spores)</classes>
</spell>
<spell>
<name>Cloudkill</name>
<classes>Druid (Spores)</classes>
</spell>
<spell>
<name>Command</name>
<classes>Cleric (Order)</classes>
</spell>
<spell>
<name>Commune</name>
<classes>Cleric (Order)</classes>
</spell>
<spell>
<name>Compulsion</name>
<classes>Cleric (Order)</classes>
</spell>
<spell>
<name>Confusion</name>
<classes>Druid (Spores)</classes>
</spell>
<spell>
<name>Contagion</name>
<classes>Druid (Spores)</classes>
</spell>
<spell>
<name>Dominate Person</name>
<classes>Cleric (Order)</classes>
</spell>
<spell>
<name>Gaseous Form</name>
<classes>Druid (Spores)</classes>
</spell>
<spell>
<name>Gentle Repose</name>
<classes>Druid (Spores)</classes>
</spell>
<spell>
<name>Heroism</name>
<classes>Cleric (Order)</classes>
</spell>
<spell>
<name>Hold Person</name>
<classes>Cleric (Order)</classes>
</spell>
<spell>
<name>Locate Creature</name>
<classes>Cleric (Order)</classes>
</spell>
<spell>
<name>Mass Healing Word</name>
<classes>Cleric (Order)</classes>
</spell>
<spell>
<name>Slow</name>
<classes>Cleric (Order)</classes>
</spell>
<spell>
<name>Zone of Truth</name>
<classes>Cleric (Order)</classes>
</spell>
</compendium>