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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<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<item>
<name>Trinket (Elemental Evil)</name>
<detail>Adventuring Gear</detail>
<type>G</type>
<weight></weight>
<property></property>
<text>When you make your character, you can roll once on the Trinkets table to gain a trinket, a simple item lightly touched by mystery. The DM might also use this table. It can help stock a room in a dungeon or fill a creatures pockets.
Elemental Evil Trinket Table
d100 | Trinket
01 | A compass that always points to Mulmaster
02 | A paper fan that won't produce a breeze no matter how hard it's waved
03 | A petrified potato that resembles someone important to you
04 | A glass cup that can only be filled half way no matter how much liquid is poured into it
05 | A mirror that only shows the back of your head
06 | A small glass bird that when set down near water dips its head in as if to get a drink
07 | A lady's coin purse containing two sharp fangs
08 | A small sea conch with the words "From the beginning" painted on the lip
09 | A frost-covered silver locket that's frozen shut
10 | A seal which imprints a mysterious, unknown coat of arms into hard rock
11 | A small wooden doll that when held brings back fond memories
12 | A small handmirror which only reflects inanimate objects
13 | A glass eyeball that looks about of its own accordance, and can roll around
14 | A glass orb that replicates yesterday's weather inside itself
15 | A drinking cup, that randomly fills with fresh or salt water. Refilling once emptied
16 | A deep blue piece of flint, that when struck with steel produces not a spark but a drop of water
17 | A conch shell which is always damp and constantly drips saltwater
18 | A charred, half-melted pewter clasp that glows as if smoldering but releases no heat
19 | A clockwork finch that flaps its wings in the presence of a breeze
20 | An unbreakable sealed jar of glowing water that hums when shaken
21 | A small, finely polished geode whose crystals slowly fade between every color of the spectrum
22 | A rough stone eye pulled from a petrified creature
23 | A stone smoking pipe that never needs lighting
24 | A small whistle, that when blown, whispers a name of a person or place unknown to you, instead of the whistle sound
25 | A fist sized rock that "beats" like a heart
26 | A pair of bronze scissors in the shape of a pair of leaping dolphins
27 | A bronze oil lamp which is rumored to have once held a genie
28 | A single gauntlet inscribed with a fire motif and an unfamiliar name in Primordial
29 | A one-eyed little fish inside a spherical vial, much bigger than the vial's neck, He has a cunning look
30 | The tiny skull of a rabbit that whispers scathing insults when nobody is looking
31 | A rag doll in the likeness of an owlbear
32 | The desiccated body of a small eight-legged black lizard
33 | A small toy boat made with a walnut shell, toothpick, and piece of cloth
34 | A small pocket mirror that slowly fogs over while held
35 | Wind chimes that glow when the wind blows
36 | A small, clay square with an unknown rune etched into one side
37 | A tea kettle that heats itself when filled with water
38 | An old scratched monocle which shows an underwater landscape whenever someone looks through it
39 | A rose carved from coral
40 | A set of dice with elemental symbols and primordial runes instead of pips or numbers
41 | An amulet filled with liquid that churns, freezes, or boils to match it's wearer's mood
42 | A small silver bell that makes a sound like quiet, distant thunder when it's struck
43 | A small vial of black sand that glows slightly in the moonlight
44 | A small whale tooth with etched with an image of waves crashing upon a beach
45 | An hourglass in which the sands pour upward instead of downward
46 | A glass pendant with a hole in the center that a mild breeze always blows out of
47 | A soft feather that falls like a stone when dropped
48 | A large transparent gem that, when gripped tightly, whispers in Terran
49 | A small crystal snowglobe that, when shaken, seems to form silhouettes of dancing forms
50 | Half of a palm-sized geode that pulses dimly with purple light
51 | A book filled with writing that only appears when the book is held underwater
52 | A sealed envelope made of red leather that you haven't been able to open. It smells of campfire
53 | A locket of hair that is rumored to have come from a famed fire genasi
54 | Flint and steel that, when used to start a fire, creates a random colored flame
55 | A blank piece of wet parchment that never seems to dry
56 | A small puzzle box made of brass, that is slightly warm to the touch
57 | A cloudy chunk of glass that is said to hold a spark of breath from a blue dragon
58 | A crude chalice made of coal
59 | A miniature brass horn, silent when played, but fills the air with the scent of warm and exotic spices
60 | An eye-sized blue pearl that floats in salt water
61 | A tuning fork made from a dark metal which glows with a pale, white light during thunderstorms
62 | A small vial that is always filled with the smell of autumn wind
63 | A clear marble that slowly rolls toward the nearest source of running water
64 | A small collapsible silver cup that perspires constantly when opened
65 | An hourglass that tells time with falling mist instead of sand
66 | An ornate razor, which only cuts in freezing cold temperature
67 | A shark tooth covered in tiny etched words from a lost language
68 | A large brass coin with no markings or images on it
69 | A small wooden box filled with a strange red clay
70 | A necklace with a small, rusted iron anchor
71 | A small brass flute adorned with silver wire that is always faintly sounding
72 | A red and black Aarakocra feather
73 | A palm-sized stone with a hole in it, through which can be heard a constantly whispering wind
74 | A small conch shell covered in black crystal
75 | A small music box made of brass. It features a pair of tiny automatons that resemble Azer working at a forge
76 | A glass jar containing the preserved corpse of an unfamiliar aquatic creature
77 | A piece of petrified wood carved into the shape of a seashell
78 | A wooden puzzle cube covered in elemental symbols
79 | A small stone cube that acts as a magnet when placed against another stone
80 | A ring made of a white metal. On the inside is a name etched in Auran
81 | A bracelet made of silvered fish hooks
82 | A journal filled with poetry hand-written in Primordial
83 | A yellow gemstone that glows dimly when a storm is nearby
84 | A charred chisel with an unfamiliar symbol stamped into its base
85 | A canteen filled with a foul smelling orange mud
86 | A faceless doll made of driftwood
87 | A heavy iron key bearing the name of a ship long lost to the sea
88 | A small jewelry box made from the shell of a turtle
89 | A chess piece fashioned to look like fire myrmidon
90 | A spinning top with an image of one of the four elements on each side
91 | A single hoop earring made of a porous red stone
92 | An arrowhead carved from seasalt
93 | A small comb made of blue coral
94 | Seven small beads of sandstone on a string, all different colors
95 | A romance chapbook written in Undercommon titled "Just one Layer of Grey"
96 | A tiny, broken clockwork Harpy
97 | An ivory whale statuette
98 | A fist-sized cog, covered in barnacles
99 | An eyepatch made of obsidian and a black leather cord
100 | A glass bottle with a tiny ship of unfamiliar design inside
Source: Elemental Evil: Trinkets p. 1</text>
</item>
</compendium>

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<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<item>
<name>Balloon Pack</name>
<detail>Wondrous item</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>This backpack contains the spirit of an air elemental and a compact leather balloon. While you're wearing the backpack, you can deploy the balloon as an action and gain the effect of the levitate spell for 10 minutes, targeting yourself and requiring no concentration. Alternatively, you can use a reaction to deploy the balloon when you're falling and gain the effect of the feather fall spell for yourself.
When either spell ends, the balloon slowly deflates as the elemental spirit escapes and returns to the Elemental Plane of Air. As the balloon deflates, you descend gently toward the ground for up to 60 feet. If you are still in the air at the end of this distance, you fall if you have no other means of staying aloft.
After the spirit departs, the backpack's property is unusable unless the backpack is recharged for 1 hour in an elemental air node, which binds another spirit to the backpack.
Source: Princes of the Apocalypse p. 222</text>
</item>
<item>
<name>Bottled Breath</name>
<detail></detail>
<type>P</type>
<weight></weight>
<property></property>
<text>This bottle contains a breath of elemental air. When you inhale it, you either exhale it or hold it.
If you exhale the breath, you gain the effect of the gust of wind spell. If you hold the breath, you don't need to breathe for 1 hour, though you can end this benefit early (for example, to speak). Ending it early doesn't give you the benefit of exhaling the breath.
Source: Princes of the Apocalypse p. 222</text>
</item>
<item>
<name>Claws of the Umber Hulk</name>
<detail>Wondrous item</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>These heavy gauntlets of brown iron are forged in the shape of an umber hulk claws, and they fit the wearer's hands and forearms all the way up to the elbow. While wearing both claws, you gain a burrowing speed of 20 feet, and you can tunnel through solid rock at a rate of 1 foot per round.
You can use a claw as a melee weapon while wearing it. You have proficiency with it, and it deals 1d8 slashing damage on a hit (your Strength modifier applies to the attack and damage rolls, as normal).
While wearing the claws, you can't manipulate objects or cast spells with somatic components.
Source: Princes of the Apocalypse p. 222, Infernal Machine Rebuild p. 94</text>
<roll>1d8</roll>
</item>
<item>
<name>Devastation Orb of Air</name>
<detail>Wondrous item</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>A devastation orb is an elemental bomb that can be created at the site of an elemental node by performing a ritual with an elemental weapon. The type of orb created depends on the node used. For example, an air node creates a devastation orb of air. The ritual takes 1 hour to complete and requires 2,000 gp worth of special components, which are consumed.
A devastation orb measures 12 inches in diameter, weighs 10 pounds, and has a solid outer shell. The orb detonates 1d100 hours after its creation, releasing the elemental energy it contains. The orb gives no outward sign of how much time remains before it will detonate. Spells such as identify and divination can be used to ascertain when the orb will explode. An orb has AC 10, 15 hit points, and immunity to poison and psychic damage. Reducing it to 0 hit points causes it to explode instantly.
A special container can be crafted to contain a devastation orb and prevent it from detonating. The container must be inscribed with symbols of the orb's opposing element. For example, a case inscribed with earth symbols can be used to contain a devastation orb of air and keep it from detonating. While in the container, the orb thrums. If it is removed from the container after the time when it was supposed to detonate, it explodes 1d6 rounds later, unless it is returned to the container.
Regardless of the type of orb, its effect is contained within a sphere with a 1 mile radius. The orb is the sphere's point of origin. The orb is destroyed after one use.
Air Orb: When this orb detonates, it creates a powerful windstorm that lasts for 1 hour. Whenever a creature ends its turn exposed to the wind, the creature must succeed on a DC 18 Constitution saving throw or take 1d4 bludgeoning damage, as the wind and debris batter it. The wind is strong enough to uproot weak trees and destroy light structures after at least 10 minutes of exposure. Otherwise, the rules for strong wind apply, as detailed in chapter 5 of the Dungeon Master's Guide.
Source: Princes of the Apocalypse p. 222</text>
<roll>1d100</roll>
<roll>1d6</roll>
<roll>1d4</roll>
</item>
<item>
<name>Devastation Orb of Earth</name>
<detail>Wondrous item</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>A devastation orb is an elemental bomb that can be created at the site of an elemental node by performing a ritual with an elemental weapon. The type of orb created depends on the node used. For example, an air node creates a devastation orb of air. The ritual takes 1 hour to complete and requires 2,000 gp worth of special components, which are consumed.
A devastation orb measures 12 inches in diameter, weighs 10 pounds, and has a solid outer shell. The orb detonates 1d100 hours after its creation, releasing the elemental energy it contains. The orb gives no outward sign of how much time remains before it will detonate. Spells such as identify and divination can be used to ascertain when the orb will explode. An orb has AC 10, 15 hit points, and immunity to poison and psychic damage. Reducing it to 0 hit points causes it to explode instantly.
A special container can be crafted to contain a devastation orb and prevent it from detonating. The container must be inscribed with symbols of the orb's opposing element. For example, a case inscribed with earth symbols can be used to contain a devastation orb of air and keep it from detonating. While in the container, the orb thrums. If it is removed from the container after the time when it was supposed to detonate, it explodes 1d6 rounds later, unless it is returned to the container.
Regardless of the type of orb, its effect is contained within a sphere with a 1 mile radius. The orb is the sphere's point of origin. The orb is destroyed after one use.
Earth Orb: When this orb detonates, it subjects the area to the effects of the earthquake spell for 1 minute (spell save DC 18). For the purpose of the spell's effects, the spell is cast on the turn that the orb explodes.
Source: Princes of the Apocalypse p. 222</text>
<roll>1d100</roll>
<roll>1d6</roll>
</item>
<item>
<name>Devastation Orb of Fire</name>
<detail>Wondrous item</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>A devastation orb is an elemental bomb that can be created at the site of an elemental node by performing a ritual with an elemental weapon. The type of orb created depends on the node used. For example, an air node creates a devastation orb of air. The ritual takes 1 hour to complete and requires 2,000 gp worth of special components, which are consumed.
A devastation orb measures 12 inches in diameter, weighs 10 pounds, and has a solid outer shell. The orb detonates 1d100 hours after its creation, releasing the elemental energy it contains. The orb gives no outward sign of how much time remains before it will detonate. Spells such as identify and divination can be used to ascertain when the orb will explode. An orb has AC 10, 15 hit points, and immunity to poison and psychic damage. Reducing it to 0 hit points causes it to explode instantly.
A special container can be crafted to contain a devastation orb and prevent it from detonating. The container must be inscribed with symbols of the orb's opposing element. For example, a case inscribed with earth symbols can be used to contain a devastation orb of air and keep it from detonating. While in the container, the orb thrums. If it is removed from the container after the time when it was supposed to detonate, it explodes 1d6 rounds later, unless it is returned to the container.
Regardless of the type of orb, its effect is contained within a sphere with a 1 mile radius. The orb is the sphere's point of origin. The orb is destroyed after one use.
Fire Orb: When this orb detonates, it creates a dry heat wave that lasts for 24 hours. Within the area of effect, the rules for extreme heat apply, as detailed in chapter 5 of the Dungeon Master's Guide. At the end of each hour, there is a ten percent chance that the heat wave starts a wildfire in a random location within the area of effect. The wildfire covers a 10-foot-square area initially but expands to fill another 10-foot square each round until the fire is extinguished or burns itself out. A creature that comes within 10 feet of a wildfire for the first time on a turn or starts its turn there takes 3d6 fire damage.
Source: Princes of the Apocalypse p. 222</text>
<roll>1d100</roll>
<roll>1d6</roll>
<roll>3d6</roll>
</item>
<item>
<name>Devastation Orb of Water</name>
<detail>Wondrous item</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>A devastation orb is an elemental bomb that can be created at the site of an elemental node by performing a ritual with an elemental weapon. The type of orb created depends on the node used. For example, an air node creates a devastation orb of air. The ritual takes 1 hour to complete and requires 2,000 gp worth of special components, which are consumed.
A devastation orb measures 12 inches in diameter, weighs 10 pounds, and has a solid outer shell. The orb detonates 1d100 hours after its creation, releasing the elemental energy it contains. The orb gives no outward sign of how much time remains before it will detonate. Spells such as identify and divination can be used to ascertain when the orb will explode. An orb has AC 10, 15 hit points, and immunity to poison and psychic damage. Reducing it to 0 hit points causes it to explode instantly.
A special container can be crafted to contain a devastation orb and prevent it from detonating. The container must be inscribed with symbols of the orb's opposing element. For example, a case inscribed with earth symbols can be used to contain a devastation orb of air and keep it from detonating. While in the container, the orb thrums. If it is removed from the container after the time when it was supposed to detonate, it explodes 1d6 rounds later, unless it is returned to the container.
Regardless of the type of orb, its effect is contained within a sphere with a 1 mile radius. The orb is the sphere's point of origin. The orb is destroyed after one use.
Water Orb: When this orb detonates, it creates a torrential rainstorm that lasts for 24 hours. Within the area of effect, the rules for heavy precipitation apply, as detailed in chapter 5 of the Dungeon Master's Guide. If there is a substantial body of water in the area, it floods after 2d10 hours of heavy rain, rising 10 feet above its banks and inundating the surrounding area. The flood advances at a rate of 100 feet per round, moving away from the body of water where it began until it reaches the edge of the area of effect: at that point, the water flows downhill (and possibly recedes back to its origin). Light structures collapse and wash away. Any Large or smaller creature caught in the flood's path is swept away. The flooding destroys crops and might trigger mudslides, depending on the terrain.
Source: Princes of the Apocalypse p. 222</text>
<roll>1d100</roll>
<roll>1d6</roll>
<roll>2d10</roll>
</item>
<item>
<name>Dragon Sensing Longsword</name>
<detail>Melee Weapon</detail>
<type>M</type>
<weight>3</weight>
<property>V</property>
<dmg1>1d8</dmg1>
<dmg2>1d10</dmg2>
<dmgType>S</dmgType>
<text>This +1 longsword is made of dragon bone and with a dragon-leather grip. It has rubies in its pommel and hilt. The sword grows warm and the rubies glow slightly when the sword is within 120 feet of a dragon.
Source: Princes of the Apocalypse p. 90</text>
</item>
<item>
<name>Drown</name>
<detail>Melee Weapon</detail>
<type>M</type>
<weight>4</weight>
<property>T,V</property>
<dmg1>1d6</dmg1>
<dmg2>1d8</dmg2>
<dmgType>P</dmgType>
<range>20/60</range>
<text>A steel trident decorated with bronze barnacles along the upper part of its haft, Drown has a sea-green jewel just below the tines and a silver shell at the end of its haft. It floats on the surface if dropped onto water, and it floats in place if it is released underwater. The trident is always cool to the touch, and it is immune to any damage due to exposure to water. Drown contains a spark of Olhydra, the Princess of Evil Water.
You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit with it, the targets take an extra 1d8 cold damage.
Water Mastery: You gain the following benefits while you hold Drown:
 You can speak Aquan fluently.
 You have resistance to cold damage.
 You can cast dominate monster (save DC 17) on a water elemental. Once you have done so, Drown can't be used this way again until the next dawn.
Tears of Endless Anguish: While inside a water node, you can perform a ritual called the Tears of Endless Anguish, using Drown to create a devastation orb of water. Once you perform the ritual, Drown can't be used to perform the ritual again until the next dawn.
Flaw: Drown makes its wielder covetous. While attuned to the weapon, you gain the following flaw: "I demand and deserve the largest share of the spoils, and I refuse to part with anything that's mine." In addition, if you are attuned to Drown for 24 consecutive hours, barnacles form on your skin. The barnacles can be removed with a greater restoration spell or similar magic, but not while you are attuned to the weapon.
Source: Princes of the Apocalypse p. 224</text>
<roll>1d8</roll>
</item>
<item>
<name>Ironfang</name>
<detail>Melee Weapon</detail>
<type>M</type>
<weight>2</weight>
<property></property>
<dmg1>1d8</dmg1>
<dmgType>P</dmgType>
<text>A war pick forged from a single piece of iron, Ironfang has a fang-like head inscribed with ancient runes. The pick is heavy in the hand, but when the wielder swings the pick in anger, the weapon seems almost weightless. This weapon is immune to any form of rust, acid, or corrosion—nothing seems to mark it. Ironfang contains a spark of Ogrémoch, the Prince of Evil Earth.
You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you hit with it, the target takes an extra 1d8 thunder damage.
Earth Mastery: You gain the following benefits while you hold Ironfang:
• You can speak Terran fluently.
• You have resistance to acid damage.
• You have tremorsense out to a range of 60 feet.
• You can sense the presence of precious metals and stones within 60 feet of you, but not their exact location.
• You can cast dominate monster (save DC 17) on an earth elemental. Once you have done so, Ironfang can't be used this way again until the next dawn.
Shatter: Ironfang has 3 charges. You can use your action to expend 1 charge and cast the 2nd-level version of shatter (DC 17). Ironfang regains 1d3 expended charges daily at dawn.
The Rumbling: While inside an earth node, you can perform a ritual called the Rumbling, using Ironfang to create a devastation orb of earth. Once you perform the ritual, Ironfang can't be used to perform the ritual again until the next dawn.
Flaw: Ironfang heightens its wielder's destructive nature. While attuned to the weapon, you gain the following flaw: "I like to break things and cause ruin."
Source: Princes of the Apocalypse p. 224</text>
<roll>1d8</roll>
<roll>1d3</roll>
</item>
<item>
<name>Lost Crown of Besilmer</name>
<detail>Wondrous item</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>This dwarven battle-helm consists of a sturdy open-faced steel helmet, decorated with a golden circlet above the brow from which seven small gold spikes project upward. You gain the following benefits while wearing the crown:
 You have resistance to psychic damage.
 You have advantage on saving throws against effects that would charm you.
 You can use a bonus action to inspire one creature you can see that is within 60 feet of you and that can see or hear you. Once before the end of your next turn, the inspired creature can roll a d6 and add the number rolled to one ability check, attack roll, or saving throw it makes. This uses 1 charge from the crown. It has 3 charges, and it regains 1d3 expended charges daily at dawn.
Source: Princes of the Apocalypse p. 223</text>
<roll>1d3</roll>
</item>
<item>
<name>Orcsplitter</name>
<detail>Melee Weapon</detail>
<type>M</type>
<weight>7</weight>
<property>H,2H</property>
<dmg1>1d12</dmg1>
<dmgType>S</dmgType>
<text>A mighty axe wielded long ago by the dwarf king Torhild Flametongue, Orcsplitter is a battered weapon that appears unremarkable at first glance. Its head is graven with the Dwarvish runes for "orc," but the runes are depicted with a gap or slash through the markings; the word "orc" is literally split in two.
You gain the following benefits while holding this magic weapon:
 You gain a +2 bonus to attack and damage rolls made with it.
 When you roll a 20 on an attack roll with this weapon against an orc, that orc must succeed on a DC 17 Constitution saving throw or drop to 0 hit points.
 You can't be surprised by orc while you're not incapacitated. You are also aware when orc are within 120 feet of you and aren't behind total cover, although you don't know their location.
 You and any of your friends within 30 feet of you can't be frightened while you're not incapacitated.
Sentience: Orcsplitter is a sentient, lawful good weapon with an Intelligence of 6, a Wisdom of 15, and a Charisma of 10. It can see and hear out to 120 feet and has darkvision. It communicates by transmitting emotions to its wielder, although on rare occasions it uses a limited form of telepathy to bring to the wielder's mind a couplet or stanza of ancient Dwarvish verse.
Personality: Orcsplitter is grim, taciturn, and inflexible. It knows little more than the desire to face orc in battle and serve a courageous, just wielder. It disdains cowards and any form of duplicity, deception, or disloyalty. The weapon's purpose is to defend dwarves and to serve as a symbol of dwarven resolve. It hates the traditional foes of dwarves—giants, goblins, and, most of all, orc—and silently urges its possessor to meet such creatures in battle.
Source: Princes of the Apocalypse p. 224</text>
</item>
<item>
<name>Pathfinder's Greataxe</name>
<detail>Melee Weapon</detail>
<type>M</type>
<weight>7</weight>
<property>H,2H</property>
<dmg1>1d12</dmg1>
<dmgType>S</dmgType>
<text>When you wield this +1 greataxe, you always know the way to the nearest passage leading from underground toward the surface, as well as the approximate depth the axe is underground.
Source: Princes of the Apocalypse p. 175</text>
</item>
<item>
<name>Reszur</name>
<detail>Melee Weapon</detail>
<type>M</type>
<weight>1</weight>
<value>2.0</value>
<property>F,L,T</property>
<dmg1>1d4+1</dmg1>
<dmgType>P</dmgType>
<range>20/60</range>
<text>You have a +1 bonus to attack and damage rolls made with this weapon, which doesn't make noise when it hits or cuts something.
The name "Reszur" is graven on the dagger's pommel. If the wielder speaks the name, the blade gives off a faint, cold glow, shedding dim light in a 10-foot radius until the wielder speaks the name again.
Source: Princes of the Apocalypse p. 157</text>
</item>
<item>
<name>Seeker Dart</name>
<detail>Ranged Weapon</detail>
<type>R</type>
<weight>0.25</weight>
<property>F,T</property>
<dmg1>1d4</dmg1>
<dmgType>P</dmgType>
<range>20/60</range>
<text>This small dart is decorated with designs like windy spirals that span the length of its shaft.
When you whisper the word "seek" and hurl this dart, it seeks out a target of your choice within 120 feet of you. You must have seen the target before, but you don't need to see it now. If the target isn't within range or if there is no clear path to it, the dart falls to the ground, its magic spent and wasted. Otherwise, elemental winds guide the dart instantly through the air to the target. The dart can pass though openings as narrow as 1 inch wide and can change direction to fly around corners.
When the dart reaches its target, the target must succeed on a DC 16 Dexterity saving throw or take 1d4 piercing damage and 3d4 lightning damage. The dart's magic is then spent, and it becomes an ordinary dart.
Source: Princes of the Apocalypse p. 223</text>
<roll>1d4</roll>
<roll>3d4</roll>
</item>
<item>
<name>Storm Boomerang</name>
<detail>Ranged Weapon</detail>
<type>R</type>
<weight></weight>
<property></property>
<dmg1>1d4</dmg1>
<dmgType>B</dmgType>
<range>60/120</range>
<text>This boomerang is a ranged weapon carved from griffon bone and etched with the symbol of elemental air. When thrown, it has a range of 60/120 feet, and any creature that is proficient with the javelin is also proficient with this weapon. On a hit, the boomerang deals 1d4 bludgeoning damage and 3d4 thunder damage, and the target must succeed on a DC 10 Constitution saving throw or be stunned until the end of its next turn. On a miss, the boomerang returns to the thrower's hand.
Once the boomerang deals thunder damage to a target, the weapon loses its ability to deal thunder damage and its ability to stun a target. These properties return after the boomerang spends at least 1 hour inside an elemental air node.
Source: Princes of the Apocalypse p. 223</text>
<roll>1d4</roll>
<roll>3d4</roll>
</item>
<item>
<name>Tinderstrike</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>A flint dagger, Tinderstrike is uncommonly sharp, and sparks cascade off its edge whenever it strikes something solid. Its handle is always warm to the touch, and the blade smolders for 1d4 minutes after it is used to deal damage. It contains a spark of Imix, Prince of Evil Fire.
You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you hit with it, the target takes an extra 2d6 fire damage.
Fire Mastery: You gain the following benefits while you hold Tinderstrike:
 You can speak Ignan fluently.
 You have resistance to fire damage.
 You can cast dominate monster (save DC 17) on a fire elemental. Once you have done so, Tinderstrike can't be used this way again until the next dawn.
Dance of the All-Consuming Fire: While inside a fire node, you can perform a ritual called the Dance of the All-Consuming Fire, using Tinderstrike to create a devastation orb of fire. Once you perform the ritual, Tinderstrike can't be used to perform the ritual again until the next dawn.
Flaw: Tinderstrike makes its wielder impatient and rash. While attuned to the weapon, you gain the following flaw: "I act without thinking and take risks without weighing the consequences."
Source: Princes of the Apocalypse p. 224</text>
<roll>1d4</roll>
<roll>2d6</roll>
</item>
<item>
<name>Weird Tank</name>
<detail>Wondrous item</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>A weird tank is a ten-gallon tank of blown glass and sculpted bronze with a backpack-like carrying harness fashioned from tough leather. A water weird is contained within the tank. While wearing the tank, you can use an action to open it, allowing the water weird to emerge. The water weird acts immediately after you in the initiative order, and it is bound to the tank.
You can command the water weird telepathically (no action required) while you wear the tank. You can close the tank as an action only if you have first commanded the water weird to retract into it or if the water weird is dead.
If the water weird is killed, the tank loses its magical containment property until it spends at least 24 hours inside an elemental water node. When the tank is recharged, a new water weird forms inside it.
The tank has AC 15, 50 hit points, vulnerability to bludgeoning damage, and immunity to poison and psychic damage. Reducing the tank to 0 hit points destroys it and the water weird contained within it.
Source: Princes of the Apocalypse p. 223</text>
</item>
<item>
<name>Windvane</name>
<detail>Melee Weapon</detail>
<type>M</type>
<weight>3</weight>
<property>T,V,F</property>
<dmg1>1d6</dmg1>
<dmg2>1d8</dmg2>
<dmgType>P</dmgType>
<range>20/60</range>
<text>A silver spear, Windvane has dark sapphires on the filigreed surface of its polished head. Held by its shining haft, the weapon feels insubstantial, as if clutching a cool, gently flowing breeze. The spear contains a spark of Yan-C-Bin, the Prince of Evil Air.
You have a +2 bonus to attack and damage rolls made with this magic weapon, which has the finesse weapon property. When you hit with it, the target takes an extra 1d6 lightning damage.
Air Mastery: You gain the following benefits while you hold Windvane:
 You can speak Auran fluently.
 You have resistance to lightning damage.
 You can cast dominate monster (save DC 17) on an air elemental. Once you have done so, Windvane can't be used this way again until the next dawn.
Song of the Four Winds: While inside an air node, you can perform a ritual called the Song of the Four Winds, using Windvane to create a devastation orb of air. Once you perform the ritual, Windvane can't be used to perform the ritual again until the next dawn.
Flaw: Windvane makes its wielder mercurial and unreliable. While attuned to the weapon, you gain the following flaw: "I break my vows and plans. Duty and honor mean nothing to me."
Source: Princes of the Apocalypse p. 224</text>
<roll>1d6</roll>
</item>
<item>
<name>Wingwear</name>
<detail>Wondrous item</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>This snug uniform has symbols of air stitched into it and leathery flaps that stretch along the arms, waist, and legs to create wings for gliding. A suit of wingwear has 3 charges. While you wear the suit, you can use a bonus action and expend 1 charge to gain a flying speed of 30 feet until you land. At the end of each of your turns, your altitude drops by 5 feet. Your altitude drops instantly to 0 feet at the end of your turn if you didn't fly at least 30 feet horizontally on that turn. When your altitude drops to 0 feet, you land (or fall), and you must expend another charge to use the suit again.
The suit regains all of its expended charges after spending at least 1 hour in an elemental air node.
Source: Princes of the Apocalypse p. 223</text>
</item>
</compendium>

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<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<race>
<name>Aarakocra</name>
<size>M</size>
<speed>25</speed>
<ability>Dex 2, Wis 1</ability>
<proficiency></proficiency>
<spellAbility></spellAbility>
<trait>
<name>Description</name>
<text>Source: Elemental Evil Player's Companion p. 5, Explorer's Guide to Wildemount p. 165</text>
</trait>
<trait>
<name>Age</name>
<text>Aarakocra reach maturity by age 3. Compared to humans, aarakocra don't usually live longer than 30 years.
</text>
</trait>
<trait>
<name>Alignment</name>
<text>Most aarakocra are good and rarely choose sides when it comes to law and chaos. Tribal leaders and warriors might be lawful, while explorers and adventurers might tend toward chaotic.
</text>
</trait>
<trait>
<name>Size</name>
<text>Aarakocra are about 5 feet tall. They have thin, lightweight bodies that weigh between 80 and 100 pounds. Your size is Medium.
</text>
</trait>
<trait>
<name>Flight</name>
<text>You have a flying speed of 50 feet. To use this speed, you can't be wearing medium or heavy armor.
</text>
</trait>
<trait>
<name>Talons</name>
<text>Your talons are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
</text>
</trait>
<trait>
<name>Language</name>
<text>You can speak, read, and write Common, Aarakocra, and Auran.
</text>
</trait>
</race>
<race>
<name>Genasi (Air)</name>
<size>M</size>
<speed>30</speed>
<ability>Con 2, Dex 1</ability>
<proficiency></proficiency>
<spellAbility>Constitution</spellAbility>
<trait>
<name>Description</name>
<text>Source: Elemental Evil Player's Companion p. 9, Explorer's Guide to Wildemount p. 170</text>
</trait>
<trait>
<name>Unending Breath</name>
<text>You can hold your breath indefinitely while you're not incapacitated.
</text>
</trait>
<trait>
<name>Mingle with the Wind</name>
<text>You can cast the levitate spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.
</text>
</trait>
<trait>
<name>Age</name>
<text>Genasi mature at about the same rate as humans and reach adulthood in their late teens. They live somewhat longer than humans do, up to 120 years.
</text>
</trait>
<trait>
<name>Alignment</name>
<text>Independent and self-reliant, genasi tend toward a neutral alignment.
</text>
</trait>
<trait>
<name>Size</name>
<text>Genasi are as varied as their mortal parents but are generally built like humans, standing anywhere from 5 feet to over 6 feet tall. Your size is Medium.
</text>
</trait>
<trait>
<name>Languages</name>
<text>You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants.
</text>
</trait>
</race>
<race>
<name>Genasi (Earth)</name>
<size>M</size>
<speed>30</speed>
<ability>Con 2, Str 1</ability>
<proficiency></proficiency>
<spellAbility>Constitution</spellAbility>
<trait>
<name>Description</name>
<text>Source: Elemental Evil Player's Companion p. 9, Explorer's Guide to Wildemount p. 170</text>
</trait>
<trait>
<name>Earth Walk</name>
<text>You can move across difficult terrain made of earth or stone without expending extra movement.
</text>
</trait>
<trait>
<name>Merge with Stone</name>
<text>You can cast the pass without trace spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.
</text>
</trait>
<trait>
<name>Age</name>
<text>Genasi mature at about the same rate as humans and reach adulthood in their late teens. They live somewhat longer than humans do, up to 120 years.
</text>
</trait>
<trait>
<name>Alignment</name>
<text>Independent and self-reliant, genasi tend toward a neutral alignment.
</text>
</trait>
<trait>
<name>Size</name>
<text>Genasi are as varied as their mortal parents but are generally built like humans, standing anywhere from 5 feet to over 6 feet tall. Your size is Medium.
</text>
</trait>
<trait>
<name>Languages</name>
<text>You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants.
</text>
</trait>
</race>
<race>
<name>Genasi (Fire)</name>
<size>M</size>
<speed>30</speed>
<ability>Con 2, Int 1</ability>
<proficiency></proficiency>
<spellAbility>Constitution</spellAbility>
<trait>
<name>Description</name>
<text>Source: Elemental Evil Player's Companion p. 9, Explorer's Guide to Wildemount p. 170</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. Your ties to the Elemental Plane of Fire make your darkvision unusual: everything you see in darkness is in a shade of red.
</text>
</trait>
<trait>
<name>Fire Resistance</name>
<text>You have resistance to fire damage.
</text>
</trait>
<trait>
<name>Reach to the Blaze</name>
<text>You know the produce flame cantrip. Once you reach 3rd level, you can cast the burning hands spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.
</text>
</trait>
<trait>
<name>Age</name>
<text>Genasi mature at about the same rate as humans and reach adulthood in their late teens. They live somewhat longer than humans do, up to 120 years.
</text>
</trait>
<trait>
<name>Alignment</name>
<text>Independent and self-reliant, genasi tend toward a neutral alignment.
</text>
</trait>
<trait>
<name>Size</name>
<text>Genasi are as varied as their mortal parents but are generally built like humans, standing anywhere from 5 feet to over 6 feet tall. Your size is Medium.
</text>
</trait>
<trait>
<name>Languages</name>
<text>You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants.
</text>
</trait>
</race>
<race>
<name>Genasi (Water)</name>
<size>M</size>
<speed>30</speed>
<ability>Con 2, Wis 1</ability>
<proficiency></proficiency>
<spellAbility>Constitution</spellAbility>
<trait>
<name>Description</name>
<text>Source: Elemental Evil Player's Companion p. 10, Explorer's Guide to Wildemount p. 170</text>
</trait>
<trait>
<name>Acid Resistance</name>
<text>You have resistance to acid damage.
</text>
</trait>
<trait>
<name>Amphibious</name>
<text>You can breathe air and water.
</text>
</trait>
<trait>
<name>Swim</name>
<text>You have a swimming speed of 30 feet.
</text>
</trait>
<trait>
<name>Call to the Wave</name>
<text>You know the shape water cantrip. When you reach 3rd level, you can cast the create or destroy water spell as a 2nd-level spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.
</text>
</trait>
<trait>
<name>Age</name>
<text>Genasi mature at about the same rate as humans and reach adulthood in their late teens. They live somewhat longer than humans do, up to 120 years.
</text>
</trait>
<trait>
<name>Alignment</name>
<text>Independent and self-reliant, genasi tend toward a neutral alignment.
</text>
</trait>
<trait>
<name>Size</name>
<text>Genasi are as varied as their mortal parents but are generally built like humans, standing anywhere from 5 feet to over 6 feet tall. Your size is Medium.
</text>
</trait>
<trait>
<name>Languages</name>
<text>You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants.
</text>
</trait>
</race>
</compendium>