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">
<item>
<name>Draakhorn</name>
<detail>Wondrous item</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>The Draakhorn was a gift from Tiamat in the war between dragons and giants. It was once the horn of her ancient red dragon consort, Ephelomon, that she gave to dragonkind to help them in their war against the giants. The Draakhorn is a signaling device, and it is so large that it requires two Medium creatures (or one Large or larger) to hold it while a third creature sounds it, making the earth resonate to its call. The horn has been blasted with fire into a dark ebony hue and is wrapped in bands of bronze with draconic runes that glow with purple eldritch fire.
The low, moaning drone of the Draakhorn discomfits normal animals within a few miles, and it alerts all dragons within two thousand miles to rise and be wary, for great danger is at hand. Coded blasts were once used to signal specific messages. Knowledge of those codes has been lost to the ages.
Those with knowledge of the Draakhorn's history know that it was first built to signal danger to chromatic dragons—a purpose the Cult of the Dragon has corrupted to call chromatic dragons to the Well of Dragons from across the North.
Within 50 feet of any enclosed space where the horn is blown, the air begins to shimmer from the sound. Any character within 20 feet of the entry to the enclosed space must succeed on a DC 12 Strength check to continue pushing against the pressure of the sound. A failure indicates the character can advance no farther toward the entry.
For any character entering the enclosed space, the sound fades to silence—because any creature that enters the enclosed space is temporarily deafened and must make a DC 12 Constitution saving throw. Success indicates the deafness ends 2 minutes after the Draakhorn ceases to sound. Failure indicates the character remains deafened for 1 hour after the Draakhorn ceases to sound.
While the horn is sounding, a creature must make a DC 15 Constitution saving throw the first time on a turn the creature enters a 150-foot cone in front of the horn or starts its turn there. On a failed save, the creature takes 27 (6d8) thunder damage and is knocked prone. On a successful save, the creature takes half damage and isn't knocked prone.
Source: Rise of Tiamat p. 93</text>
<roll>6d8</roll>
</item>
<item>
<name>Dragontooth Dagger</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 dagger fashioned from the tooth of a dragon. While the blade is obviously a fang or predator's tooth, the handle is leather wrapped around the root of the tooth, and there is no crossguard.
You gain a +1 bonus to attack and damage rolls made with this weapon. On a hit with this weapon, the target takes an extra 1d6 acid damage.
Draconic Potency: Against enemies of the Cult of the Dragon, the dagger's bonus to attack and damage rolls increases to 2, and the extra acid damage increases to 2d6.
Source: Rise of Tiamat p. 94</text>
<roll>1d6</roll>
<roll>2d6</roll>
</item>
<item>
<name>Mask of the Dragon Queen</name>
<detail>Wondrous item</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>Individually, the five dragon masks resemble the dragons they are named for. When two or more of the dragon masks are assembled, however, they transform magically into the Mask of the Dragon Queen. Each mask shrinks to become the modeled head of a chromatic dragon, appearing to roar its devotion to Tiamat where all the masks brought together are arranged crown-like on the wearer's head. Below the five masks, a new mask shapes itself, granting the wearer a draconic visage that covers the face, neck, and shoulders.
While you are attuned to and wear this mask, you can have any of the properties from any one mask. Additionally, you gain the Damage Absorption from each of the five dragon masks, and you gain five uses of the Legendary Resistance property.
Source: Rise of Tiamat p. 94</text>
</item>
</compendium>

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<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<item>
<name>Blue Dragon Mask</name>
<detail>Wondrous item</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>This mask of glossy azure has spikes around its edges and a ridged horn in its center. The mask reshapes to fit a wearer attuned to it. While you are wearing the mask and attuned to it, you can access the following properties.
Damage Absorption: You have resistance against lightning damage. If you already have resistance to lightning damage from another source, you instead have immunity to lightning damage. If you already have immunity to lightning damage from another source, whenever you are subjected to lightning damage, you take none of that damage and regain a number of hit points equal to half the damage dealt of that type.
Draconic Majesty: While you are wearing no armor, you can add your Charisma bonus to your Armor Class.
Dragon Breath: If you have a breath weapon that requires rest to recharge, it gains a recharge of 6.
Dragon Sight: You gain darkvision out to 60 feet, or to an additional 60 feet if you already have that sense. Once per day, you can gain blindsight out to 30 feet for 5 minutes.
Dragon Tongue: You can speak and understand Draconic. You also have advantage on any Charisma check you make against Blue Dragons.
Legendary Resistance: (1/Day) If you fail a saving throw, you can choose to succeed instead.
Lingering Shock: If you deal lightning damage to a creature, it can't take reactions until its next turn.
Source: The Rise of Tiamat Online Supplement p. 4</text>
</item>
<item>
<name>Green Dragon Mask</name>
<detail>Wondrous item</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>This mottled green mask is surmounted by a frilled crest and has leathery spiked plates along its jaw. The mask reshapes to fit a wearer attuned to it. While you are wearing the mask and attuned to it, you can access the following properties
Damage Absorption: You have resistance against poison damage. If you already have resistance to poison damage from another source, you instead have immunity to poison damage. If you already have immunity to poison damage from another source, whenever you are subjected to poison damage, you take none of that damage and regain a number of hit points equal to half the damage dealt of that type.
Draconic Majesty: While you are wearing no armor, you can add your Charisma bonus to your Armor Class.
Dragon Breath: If you have a breath weapon that requires rest to recharge, it gains a recharge of 6.
Dragon Sight: You gain darkvision out to 60 feet, or to an additional 60 feet if you already have that sense. Once per day, you can gain blindsight out to 30 feet for 5 minutes.
Dragon Tongue: You can speak and understand Draconic. You also have advantage on any Charisma check you make against Green Dragons.
Legendary Resistance: (1/Day) If you fail a saving throw, you can choose to succeed instead.
Water Breathing: You can breathe underwater.
Source: The Rise of Tiamat Online Supplement p. 4</text>
</item>
<item>
<name>Red Dragon Mask</name>
<detail>Wondrous item</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>This mask of glossy crimson has swept-back horns and spiked cheek ridges. The mask reshapes to fit a wearer attuned to it. While you are wearing the mask and attuned to it, you can access the following properties.
Damage Absorption: You have resistance against fire damage. If you already have resistance to fire damage from another source, you instead have immunity to fire damage. If you already have immunity to fire damage from another source, whenever you are subjected to fire damage, you take none of that damage and regain a number of hit points equal to half the damage dealt of that type.
Draconic Majesty: While you are wearing no armor, you can add your Charisma bonus to your Armor Class.
Dragon Breath: If you have a breath weapon that requires rest to recharge, it gains a recharge of 6.
Dragon Sight: You gain darkvision out to 60 feet, or to an additional 60 feet if you already have that sense. Once per day, you can gain blindsight out to 30 feet for 5 minutes.
Dragon Tongue: You can speak and understand Draconic. You also have advantage on any Charisma check you make against Red Dragons.
Legendary Resistance: (1/Day) If you fail a saving throw, you can choose to succeed instead.
Dragon Fire: If you deal fire damage to a creature or flammable object, it starts burning. At the start of each of its turns, a creature burning in this way takes 1d6 fire damage. A creature that can reach the burning target can use an action to extinguish the fire.
Source: The Rise of Tiamat Online Supplement p. 4</text>
<roll>1d6</roll>
</item>
<item>
<name>White Dragon Mask</name>
<detail>Wondrous item</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>This gleaming mask is white with highlights of pale blue and is topped by a spined crest. The mask reshapes to fit a wearer attuned to it. While you are wearing the mask and attuned to it, you can access the following properties.
Damage Absorption: You have resistance against cold damage. If you already have resistance to cold damage from another source, you instead have immunity to cold damage. If you already have immunity to cold damage from another source, whenever you are subjected to cold damage, you take none of that damage and regain a number of hit points equal to half the damage dealt of that type.
Draconic Majesty: While you are wearing no armor, you can add your Charisma bonus to your Armor Class.
Dragon Breath: If you have a breath weapon that requires rest to recharge, it gains a recharge of 6.
Dragon Sight: You gain darkvision out to 60 feet, or to an additional 60 feet if you already have that sense. Once per day, you can gain blindsight out to 30 feet for 5 minutes.
Dragon Tongue: You can speak and understand Draconic. You also have advantage on any Charisma check you make against White Dragons.
Legendary Resistance: (1/Day) If you fail a saving throw, you can choose to succeed instead.
Winter's Fury: While your current hit points are equal to or less than half your hit point maximum, you deal an extra 1d8 cold damage with your melee attacks.
Source: The Rise of Tiamat Online Supplement p. 4</text>
<roll>1d8</roll>
</item>
</compendium>