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
commit cd2e289641
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">
<feat>
<name>Svirfneblin Magic</name>
<prerequisite>Gnome (Deep)</prerequisite>
<text>You have inherited the innate spellcasting ability of your ancestors. This ability allows you to cast nondetection on yourself at will, without needing a material component. You can also cast each of the following spells once with this ability: blindness/deafness, blur, and disguise self. You regain the ability to cast these spells when you finish a long rest.
Intelligence is your spellcasting ability for these spells, and you cast them at their lowest possible levels.
Source: Mordenkainen's Tome of Foes p. 114</text>
</feat>
</compendium>

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<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<item>
<name>Elven Trinket</name>
<detail>Adventuring Gear</detail>
<type>G</type>
<weight></weight>
<property></property>
<text>d8 | Trinket
1 | A small notebook that causes anything written in it to disappear after 1 hour
2 | A crystal lens made of ivory and gold that causes anything observed through it to appear to be surrounded by motes of multicolored light
3 | A small golden pyramid inscribed with elven symbols and about the size of a walnut
4 | A cloak pin made from enamel in the shape of a butterfly; when you take the pin off, it turns into a real butterfly, and returns when you are ready to put your cloak back on again
5 | A golden compass that points toward the nearest portal to the Feywild within 10 miles
6 | A small silver spinning top that, when spun, endlessly spins until interrupted
7 | A small songbird made of enamel, gold wire, and precious stone; uttering the songbird's name in Elvish causes the trinket to emit that bird's birdsong
8 | A small enamel flower that, when put in one's hair, animates, tying back the wearer's hair with a living vine with flowers; plucking a single flower from this vine returns it to its inanimate form
Source: Mordenkainen's Tome of Foes p. 64</text>
</item>
<item>
<name>Greater Silver Sword</name>
<detail>Melee Weapon</detail>
<type>M</type>
<weight>6</weight>
<property>H,2H</property>
<dmg1>2d6</dmg1>
<dmgType>S</dmgType>
<text>This magic weapon grants a +3 bonus to attack and damage rolls made with it. While you hold the sword, you have advantage on Intelligence, Wisdom, and Charisma saving throws, you are immune to being charmed, and you have resistance to psychic damage. In addition, if you score a critical hit with it against a creature's astral body, you can cut the silvery cord that tethers the target to its material body, instead of dealing damage.
Source: Mordenkainen's Tome of Foes p. 89</text>
</item>
<item>
<name>Infernal Tack</name>
<detail>Wondrous item</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>A narzugon binds a nightmare to its service with infernal tack, which consists of a bridle, bit, reins, saddle, stirrups, and spurs. A nightmare equipped with infernal tack must serve whoever wears the spurs until the wearer dies or the tack is removed.
You can use an action to call a nightmare equipped with infernal tack by clashing the spurs together or scraping them through blood. The nightmare appears at the start of your next turn, within 20 feet of you. It acts as your ally and takes its turn on your initiative count. It remains for 1 day, until you or it dies, or until you dismiss it as an action. If the nightmare dies, it reforms in the Nine Hells within 24 hours, after which you can summon it again.
The tack doesn't conjure a nightmare from thin air; one must first be subdued so the tack can be placed on it. No nightmare accepts this forced servitude willingly, but some eventually form strong loyalties to their masters and become true partners in evil.
Source: Mordenkainen's Tome of Foes p. 167, Baldur's Gate: Descent Into Avernus p. 224</text>
</item>
<item>
<name>Silver Sword</name>
<detail>major, Melee Weapon</detail>
<type>M</type>
<weight>6</weight>
<property>H,2H</property>
<dmg1>2d6</dmg1>
<dmgType>S</dmgType>
<text>You have a +3 bonus to attack and damage rolls made with this magic weapon. On a critical hit against a target in an astral body (as with the astral projection spell), you can cut the silvery cord that tethers the target to its material body, instead of dealing damage.
Source: Mordenkainen's Tome of Foes p. 89</text>
</item>
</compendium>

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<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<race>
<name>Gith (Githyanki)</name>
<size>M</size>
<speed>30</speed>
<ability>Int 1, Str 2</ability>
<proficiency></proficiency>
<spellAbility>Intelligence</spellAbility>
<trait>
<name>Description</name>
<text>Source: Mordenkainen's Tome of Foes p. 96</text>
</trait>
<trait>
<name>Alignment</name>
<text>Githyanki tend toward lawful evil. They are aggressive and arrogant, and they remain the faithful servants of their lich-queen, Vlaakith. Renegade githyanki tend toward chaos.
</text>
</trait>
<trait>
<name>Decadent Mastery</name>
<text>You learn one language of your choice, and you are proficient with one skill or tool of your choice. In the timeless city of Tu'narath, githyanki have bountiful time to master odd bits of knowledge.
</text>
</trait>
<trait>
<name>Martial Prodigy</name>
<text>You are proficient with light and medium armor and with shortswords, longswords, and greatswords.
</text>
</trait>
<trait>
<name>Githyanki Psionics</name>
<text>You know the mage hand cantrip, and the hand is invisible when you cast the cantrip with this trait.
When you reach 3rd level, you can cast jump once with this trait, and you regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the misty step spell once with this trait, and you regain the ability to do so when you finish a long rest.
Intelligence is your spellcasting ability for these spells. When you cast them with this trait, they don't require components.
</text>
</trait>
<trait>
<name>Age</name>
<text>Gith reach adulthood in their late teens and live for about a century.
</text>
</trait>
<trait>
<name>Size</name>
<text>Gith are taller and leaner than humans, with most a slender 6 feet in height.
</text>
</trait>
<trait>
<name>Languages</name>
<text>You can speak, read, and write Common and Gith.
</text>
</trait>
</race>
<race>
<name>Gith (Githzerai)</name>
<size>M</size>
<speed>30</speed>
<ability>Int 1, Wis 2</ability>
<proficiency></proficiency>
<spellAbility>Wisdom</spellAbility>
<trait>
<name>Description</name>
<text>Source: Mordenkainen's Tome of Foes p. 96</text>
</trait>
<trait>
<name>Alignment</name>
<text>Githzerai tend toward lawful neutral. Their rigorous training in psychic abilities requires an implacable mental discipline.
</text>
</trait>
<trait>
<name>Mental Discipline</name>
<text>You have advantage on saving throws against the charmed and frightened conditions. Under the tutelage of monastic masters, githzerai learn to govern their own minds.
</text>
</trait>
<trait>
<name>Githzerai Psionics</name>
<text>You know the mage hand cantrip, and the hand is invisible when you cast the cantrip with this trait.
When you reach 3rd level, you can cast shield once with this trait, and you regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the detect thoughts spell once with this trait, and you regain the ability to do so when you finish a long rest.
Wisdom is your spellcasting ability for these spells. When you cast them with this trait, they don't require components.
</text>
</trait>
<trait>
<name>Age</name>
<text>Gith reach adulthood in their late teens and live for about a century.
</text>
</trait>
<trait>
<name>Size</name>
<text>Gith are taller and leaner than humans, with most a slender 6 feet in height.
</text>
</trait>
<trait>
<name>Languages</name>
<text>You can speak, read, and write Common and Gith.
</text>
</trait>
</race>
</compendium>

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<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<monster>
<name>Astral Brig</name>
<size>G</size>
<type>vehicle (90 ft. x 30 ft.)</type>
<alignment>Unaligned</alignment>
<ac>0</ac>
<hp>0</hp>
<speed>12 miles per hour (288 miles per day)</speed>
<str>0</str>
<dex>0</dex>
<con>0</con>
<int>0</int>
<wis>0</wis>
<cha>0</cha>
<save></save>
<skill></skill>
<languages></languages>
<cr></cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses></senses>
<trait>
<name>Hit Points</name>
<text></text>
</trait>
<action>
<name>Weapons:</name>
<text>Ballistas (2)</text>
<text>Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. 16 (3d10) piercing damage.</text>
<attack>Weapons:|+6|3d10</attack>
</action>
<description>The astral brig is the standard githyanki military vessel. It requires a crew of five and can transport up to sixty passengers. A brig is 90 feet long and 30 feet wide, with two levels below decks for quarters and storage space. It is equipped with two ballistae, each one operated by a pair of crew members, and has a top speed of 12 miles per hour.
Source: Mordenkainen's Tome of Foes p. 90</description>
<environment></environment>
</monster>
<monster>
<name>Astral Skiff</name>
<size>H</size>
<type>vehicle (30 ft. x 10 ft.)</type>
<alignment>Unaligned</alignment>
<ac>0</ac>
<hp>0</hp>
<speed>15 miles per hour (360 miles per day)</speed>
<str>0</str>
<dex>0</dex>
<con>0</con>
<int>0</int>
<wis>0</wis>
<cha>0</cha>
<save></save>
<skill></skill>
<languages></languages>
<cr></cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses></senses>
<trait>
<name>Hit Points</name>
<text></text>
</trait>
<description>An astral skiff is operated by a crew of three and carries up to a dozen passengers. The githyanki employ this small vessel, 30 feet long and 10 feet wide, for patrols in the Astral Plane and for quick raids in pursuit of specific objects on the Material Plane. A skiff has a top speed of 15 miles per hour. It lacks weapons aside from those carried by its passengers and has a limited amount of storage space.
Source: Mordenkainen's Tome of Foes p. 90</description>
<environment></environment>
</monster>
<monster>
<name>Planar Raider</name>
<size>H</size>
<type>vehicle (120 ft. x 40 ft.)</type>
<alignment>Unaligned</alignment>
<ac>0</ac>
<hp>0</hp>
<speed>12 miles per hour (288 miles per day)</speed>
<str>0</str>
<dex>0</dex>
<con>0</con>
<int>0</int>
<wis>0</wis>
<cha>0</cha>
<save></save>
<skill></skill>
<languages></languages>
<cr></cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses></senses>
<trait>
<name>Hit Points</name>
<text></text>
</trait>
<action>
<name>Weapons:</name>
<text>Ballistas (2)</text>
<text>Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. 16 (3d10) piercing damage.</text>
<attack>Weapons:|+6|3d10</attack>
</action>
<action>
<name>Weapons:</name>
<text>Catapult</text>
<text>Ranged Weapon Attack: +5 to hit, range 200/800 ft. (can't hit targets within 60 feet of it), one target. 27 (5d10) bludgeoning damage.</text>
<attack>Weapons:|+5|5d10</attack>
</action>
<description>The largest of the githyanki ships, the planar raider serves as a mobile headquarters during a major attack on the githyanki's enemies. It needs a crew of ten and can carry more than a hundred passengers. A planar raider can travel up to 12 miles per hour. It is 40 feet wide and 120 feet long, with two levels below decks, and is equipped with three ballistae and a catapult.
Source: Mordenkainen's Tome of Foes p. 90</description>
<environment></environment>
</monster>
</compendium>